This is the right place. Thanks for creating content, and for using ATCS.
Omicronrg9 wrote: Thu Aug 10, 2017 10:05 pm
- When creating Item categories,what's the real difference between Light,standard and large size (Oh,and "none" size)?
IIRC, this is only relevant for armor, boots, gloves and hats, in order to determine which skill will affect its stats.
Omicronrg9 wrote: Thu Aug 10, 2017 10:05 pm
- Is It actually possible to "replace" a spawn area with another one,using the same mechanism that unlocking doors/paths (Reaching questid:questProgress triggers an area,changing their objects and replacing them for "objects_replace" layer)? Is there a way to see if that works inside ATCS? I think ATCS replacements viewfinder just works with terrain,but not with objects (I'm not sure).
It is possible, but it works differently. There are three different types of map alteration:
- Terrain changes, using replace areas.
- Spawn areas changes, using a set of three dedicated script rewards (detailed below)
- Other map objects changes, which are handled on a per-group basis (the folder containing the map objects), using two dedicated script rewards.
For Spawn areas, make sure that each area a unique ID (unique within the map), and tick (or untick) the checkbox that states whether the spawn area is active in a new game (active by default) or not.
In a script/dialogue, you can then give a reward that will activate or deactivate a given spawn area on a given map:
- spawnAll will activate an inactive spawn area and respawn all monsters in it (whether it was active or inactive before granting the reward)
- deactivateSpawnArea will prevent a spawn area from spawning any more monsters, but will let the currently spawned live (good when you give this reward while the player is on the map itself).
- removeSpawnArea will deactivate the spawn area and remove all spawned monsters.
To test it, you'll have to build the game. No way to test in ATCS.
Omicronrg9 wrote: Thu Aug 10, 2017 10:05 pm
- What is exactly createTimer and alignmentChange options in dialogues rewards.
createTimer allows you to make the game note the time that this reward was given. You can later use that timer's id to have a requirement checking whether more than a given number of game rounds (~6s, or in battle) have elapsed since the last creation. If you grant this reward again, the timer is overwritten with the new time.
alignmentChange allows you to grant a faction score (potentially negative). This is not used by anything in the game yet. If you need it, I could add the corresponding requirement fairly easily. Technically, it's kind of like the timers, where you keep track of an integer instead of a number of elapsed rounds.
Omicronrg9 wrote: Thu Aug 10, 2017 10:05 pm
- If putting more than 100'0% drop chance in any item,in a droplist,makes any sense.
No. 100% drop chance is the max.
Omicronrg9 wrote: Thu Aug 10, 2017 10:05 pm
- If the red squares in the item sprite selection are there because there're not any image in that place.
That's simply because the sprite sheet contains a red square, and that the spritesheet chooser is built procedurally. Simply disregard them.
Omicronrg9 wrote: Thu Aug 10, 2017 10:05 pm
- If you put a monster AP 10,It has 20 AP (I think that because I saw all monsters have 0 AP in options)
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Monsters have a default 10AP, incorrectly represented as "0" in ATCS. (Technically, the value is null in ATCS, and displayed as 0. The display is incorrect, but not the datamodel).
I don't think that's used often, but you can give 12AP to a monster, with an attack cost of 4 to give it 3 attacks per round, but you get the same result by letting the AP untouched, and an attack cost of 3.
I hope I covered all your questions. It feels good having new users for ATCS
