interaction with NPC & stage

O Ilusionista

Captain 100K
Hi guys, I have two questions:

-Fist, I have a NPC which I want to follow me around, and I know that this can be done. My question is: can I make it attack/go to especific animations based on the parent anim? My char is Megaman with Rush dog. I want to make Rush attack when Megaman is on a specific animation

-Second, there is a way to store in a variable which stage number I am or making a counter where I can store how many levels I completed?

The second one is to simulate Megaman weapons. After each stage boss, megaman should earn a new weapon. Is this possible?
 
I think NPC interaction is not correct term for this since Rush attacks based on Megaman's action INSTEAD of Megaman giving order to Rush.

Anyways, related to this I have made Owl familiar for Castlevania Collab which attacks only when Maria (the owner) attacks. It works great!
I'll reupload that demo sometimes.

As for your 2nd question, it's piece of cake. Though it's best to store acquired weapon with weapon's name instead of stage number. Oh use global variable for this BTW. If you do this, Megaman can keep the weapon until OpenBoR restarts :)
 
Oh, thanks.
I said interaction because i would like to make megaman jump on it sometimes. I will wait your upload.

About the second one, how do i make it? And if i will store many values on a var, do i need many variables (or an array) or can i work with then bitwise?
 
I don't think it would hurt to use more global variables to store each weapon. That would require only 8 (unless you want more :) ).

Here's example on how to set some global variables:

Code:
 setglobalvariable("GeminiLaser",1);
setglobalvariable("NapalmBomb",1);
setglobalvariable("CrashBomb",1);
setglobalvariable("GyroBoomerang",1);
setglobalvariable("Icicleshot",1);
setglobalvariable("LeafShield",1);
setglobalvariable("Jewelshot",1);
setglobalvariable("Shuriken",1);

Yes, most of the weapon names are incorrect  :-[.

Once you have planned the names of global variables, the next step is to make a keyscript to select the weapons. This keyscript also defines the order of weapons if all of them are gained.

Ah yes, these 8 global variables can also be used as sign that the area boss is cleared. Can be used in stage select screen, works great to disable the boss in cleared area and alter other area environments (know what I mean? ;) ;) ).
 
hum, I starting to understand it.

Once you have planned the names of global variables, the next step is to make a keyscript to select the weapons. This keyscript also defines the order of weapons if all of them are gained.

yeah, I will need this too.

works great to disable the boss in cleared area and alter other area environments (know what I mean?  ).
no, I am lost on this one, lol
 
All Megaman and X series if I'm not mistaken allows player to reenter areas whose boss has been defeated before. However, the boss will be removed and when Megaman enters boss room, he simply walks in then leaves.
In some series, the defeated bosses are replaced by someone else instead.

As for changed environment, if you have played Megaman X, you should have seen some ;).
 
Back
Top Bottom