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EZ Script Help

Started by joemama, February 22, 2007, 12:26:19 PM

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joemama

Rather than start a new thread for every question, I thought I'd better put all my questions here.

Please feel free to offer suggestions, ideas, tips, encounters/stories (use spoiler tag), etc. as things come up.


By the way ... thank you in advance, M25.  This is great for those of us who want to mod but don't have the patience - I mean... time (yeah, that's it!  :P) to learn real scripting.


Anyway...

Q: When using the Map: <mapname> command, can I specify more than 1 map?  I.E. Encounter: Orcs
Type: Hunt
Minions: orc, orc_tough, orc_archer
Map: forest, cave
= "Orcs" encounters appear on cave and/or forest maps?


Q: Do the "Campaign Recruit", "Campaign Add Heroes", and "Populate Base" special encounters work in freeroam?  (By "built-in" you mean characters created on FFedit and not Hero files?)

Q: Can I put multiple map links on a single "Base" map?  The RPG Dungeon Lords placed "camp sites" around its maps so characters could rest and recharge spells.  I'd like to do that for my freeroam campaign and would prefer to use a single Base map if possible.

Thanks again.  I'm sure I'll have more Qs along the way.

JM

M25


Yes, you can specify more than one type of map.  The encounter will then appear on either of those maps.


I'm looking into the campaign recruiting issue now.

A base can only have one exit since there is only one button for the user to push.  I think I see what you're getting at though.  I may be able to make it so that the base will exit to the map the player entered the base from.


joemama

M25,

Thanks for the quick response.  I'm pretty sure I can do just about I need to with EZ Script as it is, so please don't go tinkering with it based only on my silly questions.

JM

detourne_me

joemama,  i think that Doctor Mike's Patriot city had used multiple bases (your aparetment and black jacks),  would that be an option for you too?

joemama

Detourne,

I did not realize that.  Thanks for the tip.  I took a look at Patriot City and it turns out the bases are pretty much blank terrains with a few markers.  All I need are <mapname> , <base_map>, and <exit> markers and I think the rest is irrelevant.

Man I'm getting fired up!  With nifskope and EZ Script, my AD&D conversion is actually DO-ABLE!  (Now if I can just put nifskope down long enough to actually play the game!)

JM



M25

Yes, you can have as many bases as you wish.  They have to be marked with a <base_map> marker as joemama said - and an object or marker called 'camera' that the in-game camera will point at, but apart from that, they are a regular map.  It's best to not put many objects on them so that they load quickly.


joemama

Thanks again for your help.

Next questions:

1) Can I Use up to 4 heroes in freeroam?

2) For my AD&D mod, I'm using several different character classes as recruitable/playable characters.  They're set up as built-ins with fewer starting attributes than total attributes (which they can buy as they gain experience).  I'm also setting guilds using Campaign: Alliance where my character(s) can "recruit" additional party members for their various adventures.  I'm planning on using the built-ins as my "recruits".  My question is: will these "recruits" come into the game with all their attributes activated or with the starting number that I set in FFedit?

M25

DrMike set up the freeroam code for one hero only.  It may be possible to open that up to four heroes, but I'm not sure.  You can set the number of heroes allowed into the mission by changing the Max Heroes field on the Campaign tab of FFEdit.  Unfortunately, if you set it to four heroes, you'll then be forced to take four heroes into the game every time, and no less.

You can bring in one other hero by spending prestige once your character is outside of a base (right click on the hero to see options).

Any characters should come into the game exactly as you have them set in FFEdit.  You should be able to then train them as they gain experience.


detourne_me

just piping in with another example from Patriot City and M25's EZfreeroam... NPC allies that follow you around.
in patriot city yuou could "recruit" characters tempoorarily, and that would spend your points.   a cool "Call in Help" function might interest ya too ;)

joemama

M25 & Detourne:

Thanks for your input.  If I understand you correctly, M25, right-clicking my current hero outside a base will give me the option of bringing in others?  Is there a file where I can add or remove which heroes are available bring in?  Is it only recruited heroes?  Is this the "Call in Help" function that Detorne spoke of?

As I mentioned before, I had planned on getting around this by setting up a "mercenary's guild" and using Campaign: Alliance; no enemies, just a "meet and greet".  This way they stick around until they k.o. or until I remove allies.

JM

PS--I changed the number of heroes in FFedit.  Didn't work.  The second hero spawned every time I changed maps; by the time I reached the "city_gallery" map, I had four playable heroes!  Just a minor annoyance, by no means is this a deal breaker (EZ Script still rocks!)

M25

Yes, the 'Call for Help' is what I was discussing.  After a few seconds, the game scans for recruited characters and then presents a list of them when you right click on your hero.  You can bring in one of them as help, but pay 1000 prestige.  They will be under your control and will disappear once you return to base.

The original Patriot City mod was very much meant as a solo hero experience, and the EZ script version retains a lot of the originals characteristics.

Using Campaign Alliance would work as well.  Allies will follow you around until they are KO'd or removed as you said.


I had intended to eventually open it up somehow to allow four heroes, or even to allow changing heroes every time you went back to base (if desired).  I'm just not sure how much work that entails.  Is this something others are interested in?

BentonGrey

Yes, I'd deffinetly be interested in that, although I hate to add more work to your plate! 

cmdrkoenig67

What ever happened to EZScript modding?  I can't even find a download for the old EZScript applications.

Dana

M25

EZ script is alive and well and part of ffx 3.2

There's also a freeroam style example using ez script  at
http://www.4shared.com/file/10968115/9818a195/ezfreeroam_poc.html

I'm currently adding a more flexible encounter where you can pick individual behaviors or situations ( such as: villains fight heroes, an earthquake, heroes carry allies to safety) to customize what the encounter does.  I also have a more traditional campaign example I want to release.


joemama

I just finished my first set of linked maps for EZ Script (medievel theme).  Should work in freeroam and campaign mode.  They'll be released within the week.  I'm also working on an expansion set for M25's freeroam example (I pm'd you about using 2 or 3 of yours). 

So please script away!

M25:
I briefly touched on this earlier but did not follow up:  would it be difficult to add a "teleport all" (i.e. heroes, allies, villains, minions, objects) command?  It's not a crucial add-on, but would make for mass ambushes and help bring a party of heroes (in a linear campaign) to an encounter.

Again, if it's a lot of work, don't even bother as it's not even a minor annoyance.  Everything else seems to be running great. I've been testing missions for a freeroam without issue.  Thanks again and I look forward to the next update.

JM

M25

A teleport all command shouldn't be too difficult.  Is this for cutscenes?

joemama

QuoteIs this for cutscenes?

Yes. 

HumanTon

EZ Script is now in FFX? Cool. EZ Script is teh awesome. Last year I had a whole random encounter/campaign mod using the FF villains I was working on. But then the forum went blooey, then I switched computers, then I got distracted by RL things, etc. etc.

Recently I've been feeling the urge to get back into FF, though. I may have to get the FFX 3.2 beta and start messing around with things again. (Though with all the mods I have it will probably take a week just to reinstall FFVTR and get everything running again.)

catwhowalksbyhimself

Yes, it is, but it's far more than the older EZ Script.

THIS EZ Script works for both regular and Pat City type campaigns as well.

HumanTon

Quote from: catwhowalksbyhimself on March 21, 2007, 05:32:51 AM
Yes, it is, but it's far more than the older EZ Script.

THIS EZ Script works for both regular and Pat City type campaigns as well.

Even better! EZ Script + Patriot City is what I've always wanted out of FF.

cmdrkoenig67

Quote from: M25 on March 19, 2007, 09:45:19 AM
EZ script is alive and well and part of ffx 3.2

There's also a freeroam style example using ez script  at
http://www.4shared.com/file/10968115/9818a195/ezfreeroam_poc.html

I'm currently adding a more flexible encounter where you can pick individual behaviors or situations ( such as: villains fight heroes, an earthquake, heroes carry allies to safety) to customize what the encounter does.  I also have a more traditional campaign example I want to release.



I guess I'm a bit fuzzy on the whole EZScript application...Does it allow you to create self-contained mods with pre-set characters(campaigns with missions, cutscenes, etc...)?

Dana

M25

Quote

I guess I'm a bit fuzzy on the whole EZScript application...Does it allow you to create self-contained mods with pre-set characters(campaigns with missions, cutscenes, etc...)?

Dana

The short answer is yes.

You can make a self-contained mod with built-in characters (pre-set if you like), missions, cutscenes, custom maps, etc.   

You can make a freeroam style self-contained mod where the player can wander around the city or countryside, crossing map boundaries.

You can make mini-mods (not self-contained), where you just give out a small story file.  People can play them in the Rumble Room, or they can plunk them into their existing freeroam mods and play them there.  Think individual issues of a comic book.  It's very flexible.

EZ script is for people who want to make mods, but don't want to mess around with programming in python. 



joemama

QuoteI guess I'm a bit fuzzy on the whole EZScript application...Does it allow you to create self-contained mods with pre-set characters(campaigns with missions, cutscenes, etc...)?

Please forgive the presumption, but I can add that, having given up all hope of ever learning python, EZScript is all that and a bag of chips with a super big gulp chaser. :wub:

It's basically a "python for dummies" programming language that's very intuitive - and, therefore, easy to learn and write.  It's so easy that you almost don't realise how much you can do with it.  Take an hour to read the manual and complete the sample mod and you'll be good to go.  (If you haven't already, download/play the sample free roam, it's fun).

I would definitely (and politely) recommend you check out the map making section.  Adding EZ Script tags to your maps is really ... well ... EZ!

JM

joemama

M25:

OK.  My last suggsetion/request (this week, anyway :rolleyes:):

For Cutscenes, a "kill" command.  When applied to heroes, villains, and minions, it plays their knocked out animation.  When applied to objects, it plays a generic explosion.

I.E. Igor goes on a rampage and destroys a car and punches out a cop in the Alert Cutscene.....action ensues.


This is another one of those, "if it's not too hard, great, otherwise, don't worry about it" kinda things.

JM

cmdrkoenig67

Quote from: joemama on March 27, 2007, 11:53:15 AM
QuoteI guess I'm a bit fuzzy on the whole EZScript application...Does it allow you to create self-contained mods with pre-set characters(campaigns with missions, cutscenes, etc...)?

Please forgive the presumption, but I can add that, having given up all hope of ever learning python, EZScript is all that and a bag of chips with a super big gulp chaser. :wub:

It's basically a "python for dummies" programming language that's very intuitive - and, therefore, easy to learn and write.  It's so easy that you almost don't realise how much you can do with it.  Take an hour to read the manual and complete the sample mod and you'll be good to go.  (If you haven't already, download/play the sample free roam, it's fun).

I would definitely (and politely) recommend you check out the map making section.  Adding EZ Script tags to your maps is really ... well ... EZ!

JM

LOL....Thank you very much, JM (and thank you, M25!)...Please have no worries about adding to my growing info about EZ.  I apologize hugely for thread-jacking a bit to ask a couple of questions.  I'm very interested in Modding, but I just haven't been able to wrap my brain around Python.  There are so many Mods I'd love to do.

Dana

catwhowalksbyhimself

Well, that's why EZ Script was invented.  Now you can do those mods.  And probably a lot quicker than I can.

joemama

Love the update.  Thanks for including the cutscene commands, they really allow alot more possibilities.  working on it right now  :P

Question:

I'm throwing in an energy x spawn as part of my random encounters.  Can I include objects for encounter Type: Wait?  For example, to spawn an energy x canister that lasts 30 - 60 seconds before disappearing:

[spoiler]#-------------------------------spawn bonus health--------------
Encounter: bonushealth
Type: Wait
Object: powerup_hp
Minimum Time: 30
Maximum Time: 60
Next: Loop

Start Cutscene:
mentor says telepathically, "I sense energy x near your position"
#---------------------------------------------[/spoiler]

M25

Sadly, no, that won't work.  You can do something close to that with a custom encounter though

[spoiler]
Encounter: bonushealth
Type: Custom
Actions: immediate timed encounter
Object: powerup_hp
Time: 30
Next: Loop

Start Cutscene:
mentor says telepathically, "I sense energy x near your position"
[/spoiler]

joemama

Thanks.

I'm looking at m25encustom.py right now and there are some very interesting options....


...which means more questions to come.


Thanks in advance.
:unsure:

JM

tommyboy

I'm having a problem implementing what is probably a very simple thing.

I have a group of heroes who have a "fight" encounter with a numerically and powerfully superior group of villains.
I want a timer to run for 5mins (300 seconds)  then run an "alliance" encounter to have reinforcements show up for the heroes.

But being a bit slow I cannot get it to work. Heres what I have:
[spoiler]
Story: lsh3 Altraxia
Starting Encounters: Go,Timer

Encounter: Recruit
Type: Campaign Recruit
Allies: bouncing_boy,brainiac_5_1,chameleon_boy,colossal_boy,cosmic_boy,invisible_kid,karate_kid,lightning_lad,phantom_girl,saturn_girl,star_boy1,sun_boy,timberwolf1,triplicate_girl

#Play an intro cutscene
#
Encounter: Go
Type: Alliance
Allies: bouncing_boy,projectra,s_violet,saturn_girl,triplicate_girl,element_lad
Marker: heroes
Next: Timer,Fight

Start Cutscene:
Cinematic Camera on Hero
Play music music_02
Set lighting to day
Unfade
Cinematic Camera on bouncing_boy
bouncing_boy says, "What the? ....where ARE we? How did we get here? What's going on?"
Cinematic Camera on brainiac_5_1
brainiac_5 says telepathically, "We seem to have been teleported to some planet I'm unfamiliar with. It's probably a trap of some sort.."
Cinematic Camera on saturn girl
saturn_girl turns to cosmic_king
saturn_girl plays animation special_c
saturn_girl says, "Uh-oh...I recognise some of those figures over there as SUPERVILLAINS, it looks like we are outnumbered."
Cinematic Camera on brainiac_5_1
brainiac_5_1 plays animation special_g
brainiac_5 says telepathically, "I've sent out a SUBSPACE EMERGENCY BEACON with my LEGION FLIGHT RING. If we can survive the next FIVE MINUTES, help is on it's way..."

Encounter: Fight
Type: Hunt
Villains: lightning_lord,cosmic_king,saturn_queen,nemesis_kid,spider_girl,hunter,tyr,radiation_roy,sun_emperor,chameleon_chief,magno_lad,esper_lass,silver_slasher,titania
Marker: cosmic_king
Primary Objective: "Survive The Legion Of Supervillains Attack" for 500 prestige and 200 xp
Next: Win


Alert Cutscene:
Unfade
Cinematic Camera on Hero
Hero plays animation active_defence
Hero says, "Here They Come!"


Start Cutscene:
Cinematic Camera on Hero
Hero says, "This looks bad...really bad!"


End Cutscene:
Hero says, "Amazing! We beat them all!"
Hero says, "I think I need a lie-down..."


Encounter: Timer
Type: Wait
Marker: cosmic_king
Maximum Time: 30
Next: Cavalry

#Encounter: Timer
#Type: Custom
#Actions: immediate timed encounter
#Time: 30
#Next: Cavalry


Alert Cutscene:
Unfade
Cinematic Camera on Hero
Hero plays animation active_defence
Hero says, "Survive for five? No problem....I hope!"



Enroute Banter Cutscene:
Hero says, "There's too many of them! "

Enroute Banter Cutscene:
Hero says, "Don't give up! Help is on the way!"

Enroute Banter Cutscene:
Hero says, "If I'm going to fall, I'm taking some of them with me"

Enroute Banter Cutscene:
Hero says, "That's going to leave a mark.."."



End Cutscene:
Hero says, "That's it, I'm done...can't go on.."
Hero says, "I think I need a lie-down..."





Encounter: Cavalry
Type: Alliance
Allies: chameleon_boy,colossal_boy,cosmic_boy,ferro_lad_human,lightning_lad,star_boy1,sun_boy,superboy,timberwolf1,ultra_boy
Marker: cosmic_king
Next: Win

Start Cutscene:
Cinematic Camera on Hero
Play music music_02
#Set lighting to day
#Unfade
Hero says, "At last! Superboy and the others are here"
Superboy says telepathically, "let's go, LEGION! We got here just in time!"
Hero says, "time to kick some supervillain butt!"
[/spoiler]


Sorry to post it all, but it seemed logical to include everything.
The "recruit" "cutscene" "alliance" and "hunt" encounters all work fine, but nothing I've tried makes the "wait" encounter work.
Am I setting it up wrongly?
Thanks for any help anyone can provide.