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FPSC Classic Product Chat / [LOCKED] RPG Mod by Olive Tree Games

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Flatlander
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Posted: 23rd Jul 2009 08:32 Edited at: 23rd Jul 2009 08:33
Quote: "Nothing horrendous to fix though."


Famous last words. I was struggling getting the logic right for the following action. The biggest part of the problem today was my confused state due to the dementia I have because of the past strokes. Anyway, I would like share with you the action to show you how complex it is.

myvar2 = gold bars
myvar3 = 3

The following shows the various ways you can code "rpg_incinvitem=". This increments the inventory item by amount provided

* rpg_incinvitem=7 3 - literal item # and amount to increase item
* rpg_incinvitem=7 &myvar3 - use of a variable for increase number
* rpg_incinvitem=$gold bar !3 - use of a literal for the item. It needs to be preceded by "$", the increase amount is literal and needs to be preceded by "!"
* rpg_incinvitem=$gold bar !&myvar3 - literal item remains same but when wanting to use a variable that contains the increase amount you need to precede it with both a "!" and "&"
* rpg_incinvitem=&myvar2 !3 for a variable item
* rpg_incinvitem=$myvar2 !&myvar3 both values are variables

I wanted to give a variety of possibilities so that you can use the easiest way.

I have this now working without a hitch, so continue on to the next action. Of course, rpg_decinvitem will work the same except the number is subtracted. So that one will be a shoo-in.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
djmaster
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Posted: 23rd Jul 2009 08:50
Looks good,but make sure the mod comes with some already done scripts cause I cant figure anything above.

[href]http://chargedstudios.netne.net/index.htm[href]
"Im British you muppet!"-Psycho
Flatlander
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Posted: 23rd Jul 2009 20:06
djmaster, I see that you are from a country where your first language would not be english. That alone will make this somewhat difficult.

The logic of RPGs are very difficult to do in the first place. I'm afraid that RPGs usually require a lot of scripting. So, one needs to get up to speed with scripting with v115. And I'm afraid that the learning curve might be somewhat steep with this mod. But, one should get the hang of it quickly. You will also have to learn how to use rpg commands along with the legacy v115 commands.

I will do the best I can to provide documentation and examples.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Wolf
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Posted: 23rd Jul 2009 21:23
Perfect for Survival Horror Shooters or a cool Crime Adventure...

I definately keep an eye on this, and I hope your development comes along well... can`t wait for the DL!



-Wolf

God Helps the Beast in Me!
Flatlander
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Posted: 24th Jul 2009 00:45
Yup Wolf, you actually don't have to have a really sophisticated RPG. This mod can be useful for a little more variety for a FPS game as well.

The main reason why I am posting is that while I was testing my variable commands, I thought of another possibility and I am working on this now. I have discovered that two variables can contain strings and then be compared to see if they are equal. This can lead to passwords and even input responses by the player. So, I am going to incorporate input by the player. Not just pressing a 1 or 2 or a or b, but actual text (alphanumeric) input.

This is soooooo fun.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 24th Jul 2009 01:21
Quote: "This is soooooo fun."


It is quite simply the best when you're having fun making something great.

Hope to see this progress further. I am interested to see how your string variables come about.


The one and only,


Flatlander
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Posted: 24th Jul 2009 02:24 Edited at: 24th Jul 2009 02:27
Hey Plystire, long time no hear.

This is coming along pretty quickly. Here are some images regarding player input:

Using this code assigned to an entity:

You will see the following:


Now we can type:


Oops that is wrong. So we use the backspace and retype.



Now we press the enter key. If you noticed in the first code set, this string will be assigned to myvar5. This variable had to be created prior to this. Also I had created and initialized the variable myvar4 with the same string.

How do we know it works. I used the following code and assigned it to the book entity.



Now we approach the book and we will see the following if the two variables equal each other and of course they do.



This could be a password in order to be able to purchase this book.

A string with multiple words must be assigned to a variable. A single word can be checked without being placed into a variable, therefor a single word password could be used that way. The code would be like this:



The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
cram
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Posted: 24th Jul 2009 02:38
Can not wait to test the mod
Kan niet wachten om de mod te testen
Flatlander
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Posted: 24th Jul 2009 02:47
Hey, Cram, I'm glad you said that in English first.

You must have made the toadstool characters. I purchased a couple of those buggers for a game I'm making my grandson. I sure do appreciate those who can make models because I sure can't.

I finally replaced the "to" with "do" that you might have caught in that last image. It is hard-coded. There are a few things I do hard-code so that not everything has to be scripted or defined by the developer.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 24th Jul 2009 03:04 Edited at: 24th Jul 2009 03:07
One more post before I'm off to the dungeon to start testing the mod commands.

Here are two command actions that are tentative:

rpg_playerinput=(varname1 &varname2)
* varname1 does not require an ampersand (&). Varname1 must be created before this is used.
* &varname2 contains the prompt for players input. It does require an ampersand (&). This is optional.

rpg_passwordinput=(varname password)
* varname same as varname1 above
* supply password. It can only be one word long but can be of upper and lower case as well as alphanumeric.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Gamer X
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Posted: 24th Jul 2009 03:29
FL, Good work and I can't wait tell the download is up . This is the perfect mod for my [whisper]RPG that was in storage[/whisper]

Keep up the good work and have a few when it is done


Plystire
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Posted: 25th Jul 2009 06:41
Looks great, FL!

This is definitely going to be a coder's Mod, from what I've seen so far. The scripting you're incorporating here is definitely advanced when compared to the old way of FPI scripting.


The one and only,


Flatlander
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Posted: 26th Jul 2009 04:09 Edited at: 26th Jul 2009 04:12
Downloads available.

See the first post.

Quote: "
The scripting you're incorporating here is definitely advanced when compared to the old way of FPI scripting."


But, you will still need to use a lot of "old" scripting. It is very necessary.

I understand what you are saying. I have introduced a different way of scripting which I believe is necessary for this to work.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 26th Jul 2009 04:37
Well, since many people will want to use the Mod but won't be able to script with it... perhaps consider making a bunch of "Plug 'n Play" type scripts for your Mod, so non-scripters can use the features.


The one and only,


djmaster
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Posted: 26th Jul 2009 09:25
Thats exactly what I was asking for at the beggining of this page.I can do scripts and stuff but this is just too confusing for me and many other people probably.

[href]http://chargedstudios.netne.net/index.htm[href]
"Im British you muppet!"-Psycho
Flatlander
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Posted: 26th Jul 2009 18:26
Routines regarding the player dropping items and the player trading items have not been completed, so please don't use anything that has to do with those situations.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Lucidx
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Posted: 26th Jul 2009 20:06
I looked at the 2 examples you had and they look very confusing (I'm still learning fpi in the first place)

I think it would be really good if you included some premade scripts and an explaination of how to use them

Lucidx
Flatlander
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Posted: 27th Jul 2009 00:38 Edited at: 27th Jul 2009 00:43
To those who are confused. More than likely I will not be giving any tips, premade scripte or explanations for sometime. At least until I'm finished with the mod. Also, I'm not sure even after that because I am contracted to do some RPG type educational games for the local school. You must remember I am modding this for myself so I can do these games without having to worry so much about creating the "world" in which the game is played. I only decided to possibly share this with the community so that they wouldn't have to do this themselves. For now if you can't figure it out then I'm sorry but I won't be able to help.

A couple of short tidbits or something to think about to wrap your head around this.

First two questions to get you started thinking on how this is logically set up.

1. How do you suppose one can create an inventory of items?
2. How do you suppose one is able to display these inventory items?
3. How do you suppose one should be able to manipulate or use these items?

Be sure and look at the documentation and not just the examples. Especially looking at the rpg commands. There is a little bit of explanation in there, granted, not much but some.

As far as buying an item that the player might come across. First, if the player buys the item, you will want him to pick it up. But, if he doesn't buy it then you DON'T want him to pick it up. I believe I developed an easy way to do this which is found in one of the examples.

First the player comes within 50 units of the item. Then we determine if the player is allowed to buy this item. This is something that is determined either in-game or when you set up the inventory items. We also might want the player to not already have this item so we need to make a condition for that. Then if the player meets these two conditions (you don't have to have any conditions if you don't want), he can possibly buy the item. So we supply the rpg_playerbuy action. There will be several ways I have allowed to indicate the item number for this item. Simply providing a number is shown. This is item #5 which in my test games is Letter #1 item. At this time (in the background which you don't have to worry about programming, we look for the monetary funds that are available. If any have been set upt, then there will be a list displayed and the player will be asked which fund he wants to use. He chooses whatever fund. If there is no monetary value in this fund then he will not be able to purchase the item. But he can choose another. He also has the opportunity to exit without buying the item. If he exits without buying then a flag is set to 0. If he purchase the item then this flag is set to 1. Now we need to either leave the item in the game or take it using the action "playertake". In order to determine if the player has purchased this or not we need to use the condition rpg_playercantakeitem. If it is true then player takes the item. If not then the item is left and ready to be purchased at a later time.

The four lines of scripting code does all of that!

If you notice I have tried to make the commands self-explanatory. However, they are a bit long because of this but this is the choice I made.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Thraxas
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Posted: 27th Jul 2009 10:58
Thanks Flatlander,

I have been waiting to play with this and I don't check the thread for a couple of days and it's already released to test

I'm very excited I'm off to give it a whirl

knxrb
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Posted: 27th Jul 2009 16:03 Edited at: 27th Jul 2009 16:03
Quote: "If you notice I have tried to make the commands self-explanatory. However, they are a bit long because of this but this is the choice I made."

To make them shorter but still self explanatory I recommend doing what TGC did and changing the player for plr.

That way the commands are shorter:
rpg_playerbuy >>> rpg_plrbuy

knxrb

Thraxas
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Posted: 29th Jul 2009 10:16
Thanks again Flatlander, I think I have pretty much figured out how it all works now I haven't encountered any bugs as yet. Can't wait to see where you take this mod next

NO. I don't look anything like my avatar!
Flatlander
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Posted: 29th Jul 2009 22:54 Edited at: 29th Jul 2009 22:55
You're welcome Thraxas. If you ever think you've found a bug, be sure and let me know. I'm sure you will.

I still haven't quite finished with the inventory. I added another way of determining what item is being used. It's when you are using the entity item and the that entity item is the item to be used. I'm sure this made a lot of sense.

I am working on how to trade items. There are two different ways you will be able to let the user trade items. One is through the inventory list. The player can choose an inventory item that he doesn't have and then select the inventory item he does have to trade.

Another way is to come upon a character or any other entity that has scripting capability. Say you come up to a character and by using your scripting it is determined that the player already has an item that the character wants. He can then ask the player if he would want to trade an item he (the character) has for the item he wants (that the player has).

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 1st Aug 2009 06:05
I will be uploading a newer mod. I will start using some sort of numbering system so you know what "version" it is. I'll have updated documentation as well. Hopefully a little more tips. I have made it so that you can have three different ways to display text. 1) Chat talk 2) entity messages 3) Text prompts. Also, I have a yes/no hard-coded prompt. See the following images. The first image is an entity. Then when the player gets close he will see the text prompt as well as the yes/no prompt. If you select 1 for yes then you are able to make the purchase and the player will be shown what is in the last image.







The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Gamer X
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Posted: 1st Aug 2009 06:15
looks good, sounds good, and would not mind testing it one bit.


Apple Slicer
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Posted: 1st Aug 2009 06:24
Hey Flatlander, do you mind if i send an email your way sometime?
Flatlander
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Posted: 1st Aug 2009 06:47 Edited at: 1st Aug 2009 06:49
No problem. Send me an email anytime. As long as its not spam.

BTW, the text prompts are any text and allows for font syles. The yes/no prompt allows for font name, size and y coordinate placement. It is always centered on the x coordinate.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
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Posted: 1st Aug 2009 06:58
Sent!!!


Leaning Objects To The Side
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Posted: 1st Aug 2009 07:06 Edited at: 1st Aug 2009 09:35
OMG..F l a t l a n d e r your mod is really Sick! i am so into RPG games!

Quote: "This will be a great addition to the mod library.."


yeah you got that right! keep up the Awesome work. btw...thanks for the download. I am getting ready to test it out now.

Edit-Whoops..I spoke to fast...I won't be able to test out this mod. reason being, i kno nothing about scripting. my bad..

Quote: "Well, since many people will want to use the Mod but won't be able to script with it... perhaps consider making a bunch of "Plug 'n Play" type scripts for your Mod, so non-scripters can use the features."


Sounds like a Awesome idea. i sure hope that he incorporate the idea as stated above. so people like me will be able to use this mod..just a thought.

Cheers,
Tanya.
EGG HEAD OF DOOM
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Posted: 1st Aug 2009 09:44
is their a features list somewhere or a script command list

Flatlander
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Posted: 1st Aug 2009 10:52 Edited at: 1st Aug 2009 10:53
@EGG HEAD OF DOOM

First post. Click on the download button for a commands list. You can also download the current updated mod to play around with.

@Tanya
Thanks. I'll do what I can but don't expect too much help for sometime. I really need to concentrate on getting this thing finished and I keep coming up with new ideas. That is good but it is also bad as it puts me further behind.

What I am going to be doing next is working on entity messages. These would be messages that are more than likely connected with a specific entity. You can have more than one message per entity. Reasons why to use this. Can't think of any right now but I am sure that it would be good to have.

Text prompts that are included in the new mod for download are more generic types as shown in the example images in the above post.

Also, I will be completing a password input capability. Remember when we all had to use the keypad to enter in just numbers? It wasn't easy to script that. Now all you will need is the "rpg_password" command (a condition); assign it a prompt and the password. The player is requested to enter a password in which he does and closes it off by pressing the <ENTER> key. You can use this for needing a password for anything. Probably one that might be used the most is entering a password so the player can go through a door.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
EGG HEAD OF DOOM
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Posted: 1st Aug 2009 18:53
what does rpg_camfov do??

knxrb
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Posted: 1st Aug 2009 19:04 Edited at: 1st Aug 2009 19:04
Quote: "what does rpg_camfov do??"

It changes the camera FOV: http://en.wikipedia.org/wiki/Field_of_view

knxrb

Flatlander
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Posted: 1st Aug 2009 20:01
Thanks knxrb for answering that for me.

rpg_camfov is implemented but not enabled (at least I don't think it is. It's a lower priority for me.

Also, because I made a change that was useful, I have noticed that it broke the logic I had when using variables and literal item names when dealing with the individual items; such as setting flags. So, for now, if you want to be sure that certain flags (and whatever else) works, use the actual item number and if there are more than one parameter, again use the literal.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
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Posted: 1st Aug 2009 22:47
one more question. how did the people making that Fallout game do 3rd person

Avid
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Posted: 2nd Aug 2009 01:49
They programmed it in, probably with Python as that is the scripting language its engine uses. I cannot be more specific than that, as it's like saying "how did the Apollo lander reach the moon". Very general question without a specific answer.

Visit my site http://www.fpsmodels.com for models and media for fps creator.
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Posted: 2nd Aug 2009 02:20
Quote: "Very general question with a very long specific answer."


Fixed it for you, Avid.


The one and only,


Flatlander
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Posted: 2nd Aug 2009 19:08
I've been testing as I continue and at times it's like going one step forward and two steps back. I've been finding what are called logic bugs. These are problems where the wrong information is being retrieved. This will have wrong results. I have a lot of information needed in this mod and it is of course very important that it all be accurate. This doesn't mean you can't play around with how the setup and the commands work. It just might be frustrating that it is not doing what you thought it should do. However, some of that might also not be giving correct information or information that is needed. That's what makes it difficult for me because I do that as well and I have to see if it is me or if it is the coding logic that is wrong.

However, it is coming along and I'm glad to be finding these logic errors.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 3rd Aug 2009 18:11
OK, I've corrected some issues and uploaded v.03. See first post. I also have another set of example scripts. These have to do with the following images. You will see an fpi file called "rpg_text_setup.fpi." This contains how I set up the "buy" text which is a "prompt text" setup. The second setup is the "entity messages" setup. This could have been done as text prompt as well. The main difference is that you call this text from the entity that corresponds to the text. As is shown it can also be a character.

Here are some more in-game images.







One of the primary elements of a game is the ability to acquire a key to open a door. Here we see that we can trade one of our inventory items for a key to a door. After the trade the inventory item is decremented. The developer decides on what will be traded. I made another new action flag so that we can use a character as a collected "key." This way all that is needed is the stock "doorkey.fpi" script without any modifications to it. Of course the characters (entity) name must be in the "usekey" parameter of the door. The command is "rpg_setentitycollected=." 1 sets it and 0 unsets it. There may be occasion where you will want to unset it after it is set.

V.03 contains the code for the added commands.

I know this probably continues to be confusing but I don't have the time to explain things in detail right now. The documentation (except for adding new commands so I don't forget what I'm doing) is a lower priority as well.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 5th Aug 2009 00:59 Edited at: 5th Aug 2009 01:06
We can now trade or buy to get a key that will open up a door. I have now just finished being able to gain (either trade or buy) for a password that will allow the player to either open a door or to continue on with his/her journey. The password will be acquired somehow by the player (developer design) and then when the player within the distance to use the password, he/she will be able to input that password. Getting it wrong could simply do nothing or cause a consequence to happen. That's up to the developer. If player gets it wrong the developer can ensure the player can retry later or not be able to retry.

I am now working on a question/answer situation (doesn't even have to be with a character). You can define a bunch of questions for the player to answer throughout the game. These will be specific questions with specific answers. The following code is some of the information required to define.



Now how can we decide if a question was answered correctly since we have no clue how the player will type it. Well, we'll use keywords. There will be a list of keywords that would be important to answering the question. You need to have enough to answer the question but not too many that would not likely be a part of the players answer.

Now you have a couple of ways to assign a weight to the player's answer using these keywords. The simplest is giving a value to how many keywords the player can have before calling it correct. This would especially be good if it is a single number or one word answer that is needed. However, if you have say 10 keywords, you might be satisfied with getting 5 of those in the answer.

A little more difficult way is place a weight (factor) value for each key word. For each one found in the answer you add them up and average them. Then you can have a minimum average amount to go by to say it is correct.

Who said a worthwhile RPG is easy to program? Not me.

How about the ability to code a scripting system for it to be versatile. That's where I'm at.

This is why I'm not concentrating right now with other things such as "bloom" or "water" or some of those things some people are really clamouring to get.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 9th Aug 2009 20:22
I better bring this to the top before it gets too old and is locked.

I am actually very, very close to finishing this up.

I am now working on the character chat sequencing. This will be used in a couple of different ways. One is the ability to have different chat text for each time the player leaves the character and then comes back. Also, there will be the ability to have a conversation using some "fuzzy" AI. It won't be real sophisticated.

I had been trying to figure out a way to programmatically resize or rescale the character entity. I noticed, for example, that the "thug" is actually a real shrimp as it is scaled in the fpe file. One can simply change that and even create a whole new character (just copying the necessary files to a new name). However, it could be simpler by doing it in a script. I spent all day trying to get it to work but there are several pieces of data that is effected and I can't seem to get them all. Too much of Lee's code to have to go through regarding what should be a simple solution.

Also, I have not been able to figure out a way to incorporate the collected weapons into the inventory system. However, unlike the above issue I am still working on it. Again there is a lot that is hard coded already. However, if I can just access the data that is already there regarding the weapons, I might be able to do some limited things like showing the weapons in an inventory list. Selecting a weapon from the list. Perhaps damaging the weapon so that the player can't use it until the player gets it fixed (this one more complicated or maybe not).

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
RedneckRambo
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Posted: 9th Aug 2009 20:25
Mod looks good Flatlander.

I didn't see if anyone has asked this already or if it has been posted but... How does this mod affect the speed of the game?

Signature's are stupid.
Thraxas
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Posted: 10th Aug 2009 03:37
Quote: "I better bring this to the top before it gets too old and is locked.
"


Don't worry Flatlander, I think there is a mod who is following the progress of this mod (mod following mod ) who would unlock it if it ever happened

Some nice ideas there Flatlander, particularly the weapon damage system if that's possible.

NO. I don't look anything like my avatar!
Flatlander
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Posted: 10th Aug 2009 23:27 Edited at: 10th Aug 2009 23:31
Quote: "How does this mod affect the speed of the game?"


Although I haven't tested it for speed issues, the mod itself shouldn't have any effect. I did not mod any of Lee's game engine except for a couple of things that again should not effect speed. This mod actually stops the game in progress because it has to wait for player input regarding inventory and other player interactions. Apple slicer was kind enough to give me his source code that sped game play up, however, I won't be testing that until I'm finished with this mod.

@Thraxas

Hmmm? Mod following a mod.

I do hope I can figure out how to interact with the weapons data. I like that idea, too, however, I can't take credit for that idea. Someone else had suggested it to me.

Ohh and my avatar doesn't look like me either. You konw, thraxas, I have to be honest here. When I first started posting on the forums I thought your avatar might have been a likeness of you.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Apple Slicer
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Posted: 10th Aug 2009 23:30 Edited at: 10th Aug 2009 23:35
Speaking of Flat lander, I have an update I really need to send you to fix some issues people will be getting.

Expect that email in seconds...

EDIT: Sent!

EDIT2:
The source contains fixes for weapons and such, that must be updated, or people will not be able to use some of Errant AI's new weapons.

I will try to get you a line # for it, so you can copy it over if you want to.


Thanks to S4real for that bug fix.

Flatlander
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Posted: 11th Aug 2009 00:11
Apple Slicer, got the zipped update. Looking forward to the fixes because I had used Errant AI's modded code but it didn't seem to work so I deleted it all. That's why I want to wait before I incorporate my mod into another modded source code.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Apple Slicer
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Posted: 11th Aug 2009 00:15



That code has a lot of speed ups, and changes, other then fixes as you will see when you build the game...

Now that I think about it, Zoom is changed to Z, and Peek is removed.

However, I remmed the code (I think), so you should be able to change it back, or make a command for it (I cant do it for some reason :S )

anyways, keep me updated.

DarkFrost
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Posted: 11th Aug 2009 00:17
Good to see communication between the two of you. Its always nice too see members helping out eachother

Flatlander
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Posted: 13th Aug 2009 14:17
Here is how the talk box is coming along.

We first see a character over in the corner.



We approach him the first time.



We approach him a second time.



Now we approach him the third time. Here he is asking us a question. We can choose to answer or not.



If we choose to answer this is what we will see. I have already answered the question using player input.



The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Thraxas
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Posted: 13th Aug 2009 14:22
Looking good Flatlander

NO. I don't look anything like my avatar!
Flatlander
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Posted: 13th Aug 2009 20:48 Edited at: 13th Aug 2009 20:53
Thanks Thraxas

Before I show you the possible responses to the "chat" question, I want to show another kind of question. This is a question that can be used outside of a "chat" situation. You can place it inside any fpi script such as a door script. The following images is an example and the script I used follows the images.









You will notice that it can recognize the word "seven." It also will recognize the number "7."

---------------------------------------------

;Artificial Intelligence Script

;Header

desc = Test Door1 needing correct answer

;Triggers

:state=0:setframe=0,sound=$0,rpg_setplayercantradeitem=$brain power #3 !1,state=1
:state=1,plrdistwithin=50,rpg_canusequestion:state=2
:state=2,rpg_question=q1:state=3
:state=3,rpg_answeriscorrect:state=4
:state=3,rpg_answernotcorrect:rpg_showentmsg=door1a 0 0,rpg_showentmsg=door1b 1 1,state=5
:state=4:incframe=0
:state=4,frameatend=0:state=2,coloff,state=6
:state=5,plrdistfurther=50:state=1
:state=6:none

;End of Script

---------------------------------------------

Edit:
BTW, I answered "10" in order to get a wrong answer. Forgot to show that answer as an image.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC

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