A Development Tutorial: Chapter 19

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A Development Tutorial: Chapter 19
Get the developer tools and try building new content for this game!
Season All Seasons
Status Progress Stopped
Completion 75%
Authors Slowhand
This Chapter 19: Dialogues vs Scripts
More Chapters Title Page
Development Kit Setup
Making Maps
The World Map Editor
NPC Dialogues
Create a 2-Map Zone
Monsters, Loot, and Scripts
Tracking Quest Progress
Scenery Scripts
Dialogue-to-Quest Location
Chapter 10
The Scripting Environment
Understanding Quest Scripts
Chapter 13
Dialogue: The "SAY" Menu
Chapter 15
Lockpick Cooldown
Repeatable Locations
Floating FA Text
Roulette Game
Dialogues vs Scripts
Simple Kill Quest
Chapter 21
Mysterious Stranger Perk
Perk Installation
Black Jack Game
Black Jack Installation
Sound Effects
Pro Tips
Notes {{{notes}}}


Dialogues vs Scripts: Russian Roulette.

In this tutorial I will present two ways to write a Russian roulette game. The mechanic of the game is simple, the player can play Russian roulette with an NPC: A player puts a bet, a revolver has only 1 (in our example 2) bullet inside, the cylinder is rolled and the player pulls the trigger. If the player survives, he wins double, if not then... re-spawn time.

This example is used to illustrate how to solve the task in two different ways, one being without writing scripts (will use only pre-written scripts from dialogue.fos) the other with our own scripts.

Using only dialogues and the pre-written scripts from "dialogs.fos":

  • Save this dialogue file: russian_roulette_onlydiag.fodlg to "Server\dialogs"
  • Add the following line to "Server\dialogs\dialogs.lst": "$ 2250 russian_roulette_onlydiag"
  • Add the dialogue number (2050) to an NPC in a map or on your usual test map.

Here is how it looks:

(image soon)