Garrulous Glaahk spyderbytes Posted April 9, 2004 Share Posted April 9, 2004 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 Link to comment Share on other sites More sharing options...
Magnificent Ornk Drakefyre Posted April 9, 2004 Share Posted April 9, 2004 Just toss the move_to_town() call in at the end of the cutscene. If that doesn't work, run it inside town boundaries and then add the move_to_town() call at the end of the cutscene without any time given for the party to move around. Link to comment Share on other sites More sharing options...
Garrulous Glaahk spyderbytes Posted April 9, 2004 Author Share Posted April 9, 2004 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. -spyderbytes Link to comment Share on other sites More sharing options...
Tenderfoot Thahd UR-drakon Posted January 9, 2005 Share Posted January 9, 2005 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 Link to comment Share on other sites More sharing options...
Tenderfoot Thahd UR-drakon Posted January 9, 2005 Share Posted January 9, 2005 sorry text messed up Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted January 9, 2005 Share Posted January 9, 2005 I think it ought to go without saying that a nine-month-old topic based on a question from a community member who seems to have departed should be left alone. I haven't seen spyderbytes in a while, and this question was so old that you should've left it alone anyway. Link to comment Share on other sites More sharing options...
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