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Need to separate triggers into: Game Triggers, NPC Triggers, and Event Triggers #58

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tommai78101 opened this issue Aug 24, 2021 · 1 comment · May be fixed by #65
Open

Need to separate triggers into: Game Triggers, NPC Triggers, and Event Triggers #58

tommai78101 opened this issue Aug 24, 2021 · 1 comment · May be fixed by #65

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@tommai78101
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Currently, the Triggers are being mixed up between Obstacle triggers, NPC triggers, and player-scripted triggers. Too much stuff to handle.

Rewrite and split off these components into their own triggers, so it makes it even easier to manage and take control of them in the script editor.

That way, there is no need to fight over which entity takes which trigger stored on the area map files.

@tommai78101 tommai78101 self-assigned this Aug 24, 2021
@tommai78101 tommai78101 linked a pull request Oct 30, 2021 that will close this issue
@tommai78101 tommai78101 changed the title Need to separate Obstacle Triggers, NPC Triggers, and Player Script Triggers all out Need to separate triggers into: Game Triggers, NPC Triggers, and Event Triggers Oct 30, 2021
@tommai78101
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Made the terminology clearer.

There are 3 categories:

  • Regular triggers (Game Triggers). These triggers are what the player will be interacting with when the player wants to investigate in-game obstacles. These triggers are usually repeatable.
  • NPC triggers. These triggers are what the player will be interacting with when the player wants to speak with NPCs.
  • Event triggers. These triggers function as in-game events, or plot devices. Unique events that will only occur once in the game will happen here. These triggers are non-repeatable, and whatever flags they trip in the game, will be saved to the game save data when the event has completed.

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