The ending sequence from AE was adapted into the mastery level of KDD 2.0, and now I have adapted it into a cut scene in the 5.0 engine.
This is meant to go with some NPCs in the main dungeon that allow the ending to change depending on actions the player took while going through the dungeon. I have included a "
setup level"
that allows for easy setting of the variables. What follows is a proper list of how to integrate them into the hold proper.
Click here to view the secret text
×
Redirect the exit stairs for Twenty-Fifth level to the entrance room of The End, and the stairs in First Level 1S to The End 1S. (You might also want to replace the master wall with a hold complete wall.)
Place an NPC in Fourth Level 2N1W that instantly sets the variable "L4secret" to 1 and then ends.
Place an NPC in the entrance rooms to both Fifth Level and Sixth Level that instantly add 1 to the variable "Skipblock1" and then end.
Place an NPC in Seventh Level 2N1W that waits until the room is clear, then sets the variable "masterintel" to 1 and ends.
Place an NPC in Twelfth Level 2N that instantly sets the variable "L12secret" to 1 and then ends.
Place an NPC in the entrance rooms to levels 13 through 15 that instantly add 1 to the variable "Skipblock2" and then end.
Place a copy of the NPC from 1E of the setup level in Sixteenth Level 2S1E.
The part of the script in The End 1S that returns the player to the setup level should be changed to return them to the entrance of the First Level
Though I arranged the copies of the rooms used in the demonstration in a similar way to the 2.0 end sequence, I'd rather prefer if the final product made actual use of the corresponding rooms in the main dungeon, and have therefore set it up so that the cutscenes in them only play if a variable is set.
Also, note that there is no voice acting, and the timing of the cutscenes may need to be adjusted if Caravel picks this up and adds that.
Finally, there is a system that will send the player back to the living room for a brief dialogue before ending the hold if it detects monsters in the room, and the ending was reached through level 25. For the purposes of this demonstration, I have temporarily disabled it. To turn it back on:
Click here to view the secret text
×go into the default script for the "ender" character, and find the command near the bottom where it waits for the variable "fullrun" to equal 2. Change the value it checks for to 1.
Edit: Less buggy now.
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[Last edited by averagemoe at 03-29-2018 06:53 AM]