Hey there!
I'm in the process of creating a way to automatically travel to a location without entering an infinite loop. Now, I've seen two methods of doing this. There's a topic about this, but I can't seem to find it (not even with google, the title must've been confusing). That concept showed using 'PassageHeader' (?, probably not, no idea...) and a boolean to send the player to somewhere else when an event is triggered.
I also remember TME posted a code, which enables one to override the next passage when a certain time has passed in game (event occurs):
This can be found here:
https://twinery.org/forum/discussion/8533/sugarcube-2-16-0-how-to-display-links-based-on-player-action-without-a-page-reload#latest
Does anyone know more methods of doing this?
Say, I have multiple quests going and I want to go to a passage when a quest is complete (an enemy is slain, a sword was picked up, you lost all your health and died, etc.). How do I manage these without conflicting?
I setup a quest system the following way:
My question is, which special passage or Task Object would you use and how?
I'm in the process of creating a way to automatically travel to a location without entering an infinite loop. Now, I've seen two methods of doing this. There's a topic about this, but I can't seem to find it (not even with google, the title must've been confusing). That concept showed using 'PassageHeader' (?, probably not, no idea...) and a boolean to send the player to somewhere else when an event is triggered.
I also remember TME posted a code, which enables one to override the next passage when a certain time has passed in game (event occurs):
This can be found here:
https://twinery.org/forum/discussion/8533/sugarcube-2-16-0-how-to-display-links-based-on-player-action-without-a-page-reload#latest
Does anyone know more methods of doing this?
Say, I have multiple quests going and I want to go to a passage when a quest is complete (an enemy is slain, a sword was picked up, you lost all your health and died, etc.). How do I manage these without conflicting?
I setup a quest system the following way:
<<set $equipEnchantedSilverSwordQuest = { item: { name:"Enchanted Silver Sword", id: "enchanted.silver.sword" }, character: $player }>> <<set $slayingCoboldSkeletonQuest = { numEnemies: 8, enemyTypes: ["Cobold", "Skeleton"] }>> <<set $beThereOnTimeQuest = { date: "20.12.428", time: "22:00" }>> <<set $silversword_log = { name: "Silver Sword Equip Quest Name", startPassage: "Quest - Equip Your Enchanted Silver Sword", onSuccess: {passage: "Battlegrounds", message: "Now go and slay some cobolds and skeletons"}, questType: $equipEnchantedSilverSwordQuest, description: "This is a description for Quest - Equip Your Enchanted Silver Sword" }>> <<set $quest1_log = { name: "Quest 1 Name", startPassage: "Quest 1 - Your Castle", onSuccess: {passage: "Party House", message: "congratulations for completing quest 1"}, questType: $slayingCoboldSkeletonQuest, description: "This is a description for Quest 1" }>> <<set $returnBeforeNightfall { name: "Quest - Return before nightfall", startPassage: "Quest 1 - Your Castle", onSuccess: {passage: "Couch - Resting", message: "You return your castle to rest until the morning."}, onFailure: {passage: "Graveyard - Game Over", message: "You've failed to return to your sanctuary before nightfall, your reward is death by cobolts and skeletons!"}, questType: $beThereOnTimeQuest , description: "This is a description for Quest - Return before nightfall" }>> // now of course you'd put these into an array and loop through them
My question is, which special passage or Task Object would you use and how?