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how best to do this?


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When the party attempts to leave my starting town for the first time, I want them to be, essentially, abducted and forcibly taken to a different town.

 

I tried using the EXIT_STATE of my town script, but while I can run my nifty little cutscene of the abduction there without a hitch, I can't seem to make the party end up in the other town instead of the outdoors (or ANYWHERE other than the outdoors square they would normally exit to, for that matter).

 

So... what's the best way to do this? Set up a special encounter on all the squares just inside the town boundary? I don't particularly like that solution, since the party could, at least theoretically, go there and turn around back to the town proper without intentions of exiting.

 

Anyone have any suggestions for some other way I haven't thought of?

 

-spyderbytes

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Yeah, that's what I was trying, but by the time you're in EXIT_STATE, it's too late for the move_to_new_town call to have any effect.

 

I guess I'll expand my town boundaries by a square and then set up a special encounter running the full distance of them, one square inside. If the party goes that far outside the town gates, I guess I can safely assume they intend to leave instead of just poking around outside the walls. smile

 

-spyderbytes

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  • 9 months later...

i dont know if this would work but you could build o towns side by side like this

======================

= town a ! town b =

= ! =

= ! =

= boundres->! = <---- walls

= ! <-boundrys =

= ! =

======================

 

build it so that lets say you leave town a at the west exit

it will take you to the west entrance of town a by taking you out of town and wile your out the system will register that the entrance to town a is on the terain that your on and take you in

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