Events can trigger Powers, so you could have a power with a larger radius that instantly kills the enemy. To make the power hit only the enemy:
1. Define a category in the "categories" property of the enemy definition file
2. Set "target_categories" on the power to match the category from step 1
3. Set "source_type" to "hero" or "neutral" on the power
To prevent the player from walking on the NPC event, you should put a "pit" collision tile (the blue one) at (4,11) and set "flying=true" on the enemy.
You can use the "mapmod" event property to change the collision tile only when the event is supposed to be active. You might need to create another event that uses "intramap" to warp the player off said tile, in case they are on it when the collision tile is placed.
Instead of using [npc] to load the NPC, you can use the "npc" property of an event. We do this in flare-game to automatically interact with the tutorial NPC:
The minecart is in "underworld_mines". There's also some enemies using waypoints in "wizards_tower_3".
The tricky part of your idea would be making the NPC event active only when the enemy stops at a waypoint. It might be possible if you play with the "delay" and "cooldown" values for the event.
Yes, enemies placed on the map can use the "waypoints" property (search the Attribute Reference for moe documentation). Basically, you just define a list of points and the enemy will follow them until they enter combat.
Events can trigger Powers, so you could have a power with a larger radius that instantly kills the enemy. To make the power hit only the enemy:
1. Define a category in the "categories" property of the enemy definition file
2. Set "target_categories" on the power to match the category from step 1
3. Set "source_type" to "hero" or "neutral" on the power
Oops, I forgot that you need "hotspot=location" on the event in order to be able to click on it.
The suggestion for the collision tile is to prevent the player from standing on it and thus triggering it indefinitely.
To prevent the player from walking on the NPC event, you should put a "pit" collision tile (the blue one) at (4,11) and set "flying=true" on the enemy.
You can use the "mapmod" event property to change the collision tile only when the event is supposed to be active. You might need to create another event that uses "intramap" to warp the player off said tile, in case they are on it when the collision tile is placed.
Do you get the dialog popup with the first one?
The NPC's sprite itself isn't supposed to appear. Which should be okay because you have the "enemy" sprite acting as a fake NPC, right?
Instead of using [npc] to load the NPC, you can use the "npc" property of an event. We do this in flare-game to automatically interact with the tutorial NPC:
[event]
type=event
location=19,19,2,2
activate=on_trigger
npc=npcs/tutorial.txt
repeat=false
requires_not_status=emp_arrival
set_status=emp_arrival
shakycam=2s
The minecart is in "underworld_mines". There's also some enemies using waypoints in "wizards_tower_3".
The tricky part of your idea would be making the NPC event active only when the enemy stops at a waypoint. It might be possible if you play with the "delay" and "cooldown" values for the event.
Yes, enemies placed on the map can use the "waypoints" property (search the Attribute Reference for moe documentation). Basically, you just define a list of points and the enemy will follow them until they enter combat.
Sorry, but no. I agree that it would be nice if there was shared functionality, but it just isn't there at the moment.
No, only enemies are able to "wander" around their spawn point.
NPC positions are still static.
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