https://youtu.be/myXwU0oHrn0
My mod allows characters to die. As long at least 1 character survives during a tough encounter. Everything is fine. Dead characters will not miss out on experience. You can revive them in your house.
I'm making lots of "combat puzzles" the vampire being killed by opening the curtains as an example, meaning you will be chased relentlessly by enemies while having to solve a puzzle.
Many of these "combat puzzles" require to defeat your enemy by using the environment. Therefor in many puzzles characters will die a lot and it is perfectly ok for them to die without causing frustration to the player as long 1 character can solve the puzzle in time.
I'm using custom combat music every time you're in a tough encounter/battle. As soon the enemy is defeated, a short victory tune is played. Then the music returns to the default map tune.
I'd like some help with a script that changes the combat tune every time one of your party characters die. Playing darker and more ominous sounding tunes the closer you are to defeat. I don't know if it will be a worthwhile improvement over the current system I have in place right now because sometimes too much is too much, but at least i would like to give it a try.
I was thinking about simple scripts that activate whenever the "combat puzzle" begins and continously checks with a timer for the status of the party members. 4 heroes alive = standard combat music
3 heroes alive 2nd combat music tune
2 heroes alive 3rd combat music tune
1 hero alive 4th combat music tune
Something along the lines of:
timer_1 connected to music1() starts at the beginning of the encounter
timer_2 connected to music2()
tiemr_3 connected to music3()
Code: Select all
function music1()
if 1 dead hero
then gamestream.playstream combatmusic2
timer_1.timer:stop()
timer_2.timer:start()
end
function music2()
if 2 dead heroes
then gamestream.playstream combatmusic3
timer_2.timer:stop()
timer_3.timer:start()
end
function music3()
if 3 dead heroes
then gamestream.playstream combatmusic4
timer_3.timer:stop()
end