Thea: The Awakening

Thea: The Awakening

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The Cynoid Feb 5, 2017 @ 3:04pm
Whats the best way to create an event that always happens?
I want to create a simple event that happens once every game that gives me a new character. I have tried checking for t3 resources in the village and some other triggers but the event never seems to trigger.

Whats the best way to create an event that will always happen in the beginning of the game(Almost like the intro quest if possible)
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Showing 1-11 of 11 comments
WTOG Feb 6, 2017 @ 6:13pm 
The best for something to only happen once would be to add quest tags. There are 20 quest_test_## tags and then you can also make your own. How I do it is add the tag at the appropriate part of the event (some are in certain paths of the quest, others are in the first phase) and then in the first phase have player "does not have" that quest tag.

If any of that makes sense :P
the_charch Feb 15, 2017 @ 10:28pm 
on the thea events page i believe there is an event that has the type of trigure you looking for. it makes a bandit camp spawn first turn, but only once. and the camp has a potential reward of orcs joinging you. i had tweaked it easily enough into elves but deleted my version and that one as well. if you look at how it is done i am sure you could tweak it into your own event.
glythe Mar 30, 2017 @ 7:15am 
I looked on the board and there was a bandit event but it was not first turn. It was scaled to 8/6/3 difficulty with orcs/dwarves/elves.
glythe Mar 30, 2017 @ 7:58am 
Ok I figured it out.

Make a new quest (watch the tutorials)

1. Label the new quest on the far left (where you select a picture for it) Test quest 1-20 (pick one).

2. On the 1st adventure phase you need to mark : player does not have test quest (same number you picked).

3. Make stuff happen

4. On the adventure end phase modify the player to Add test quest (#number you picked).

glythe Mar 30, 2017 @ 9:44am 
Ok no that didnt work as the event is happening every turn.

What am I doing wrong?

Do I need to use the +*+ to turn off the quest?

The Cynoid Apr 1, 2017 @ 2:00pm 
http://imgur.com/a/p7TVS

This will do what you are trying to do with a 95% chance to happen turn 1

The modify player in the logic needs to add your test quest.
Last edited by The Cynoid; Apr 1, 2017 @ 2:02pm
glythe Apr 2, 2017 @ 10:52pm 
I got my event to happen first turn every turn with a player does not have quest tag (19 in my case).

But then it happens again on turn 2 and I don't want that to happen.


I think in my setup I used the + instead of the +*+ for the player does not have for the quest tag.

Is that maybe what is causing the problem?
XenoReaver Apr 2, 2017 @ 11:15pm 
Originally posted by glythe:
I got my event to happen first turn every turn with a player does not have quest tag (19 in my case).

But then it happens again on turn 2 and I don't want that to happen.


I think in my setup I used the + instead of the +*+ for the player does not have for the quest tag.

Is that maybe what is causing the problem?
You got to open one of the other adventure windows, open the logic editor and under event modification, go results and add "modifyplayer". Add to that the quest tag you're using.
glythe Apr 2, 2017 @ 11:25pm 
I appreciate the replies. Unless I am doing something wrong that is what I thought I did.

I have a 2 choice path and at the end of both paths it is supposed to modifiy the player with the test quest 19 tag.

Do I need to modify the player in an adventure phase?
Is that what is possibly going wrong as I am modifying the player in an adventure end phase?

XenoReaver Apr 2, 2017 @ 11:32pm 
I don't believe it matters if it's adventure phase or adventure end. I honestly can't think of anything else.
glythe Apr 5, 2017 @ 11:41am 
Took a minute to test the event and sure enough when it's on the adventure end it doesn't modify the player.
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