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Yellow Sub

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Garrulous Glaahk

Garrulous Glaahk (8/17)

  1. The slimy cave, the monsters in the main room travel the secret passages to meat you. Use a blocked space to prevent this. I would like to see a script also for the caves. Like messages popping up saying stuff, levers to open gates, puzzles. Make it more then one story. Every slime you kill in the top (well most of them) will sink to the bottom and make more foes on the bottom (just a thought.) Make the place bigger! With more passages. Lessen the amount of Royal Slimes. I had to use my god party Or use the command to change the creatures level to lower. For the bandit hideout... Magical Traps in the treasure room would be cool, and some levers that do bad things. And some that do good things. The priests in the altar room made too powerful a combination as opposed to the rest of the base. IMHO.
  2. Quote: Originally written by JMAN123: Nicothodes, I have DropStuff if you are interested, I could send it to you. Edit. I also have DropZip and DropTar, if those help you too. You know as well as I do that the terminal window's C o m p r e s s command works just as well I use a mac, so if it is not mac compatiable, do not send it. But if it is Mac compsdnnfjna, send it to cowscanfly@mindspring.com
  3. ONE-SHOT SPECIALS I wish there was a just_once command like in Civilization II. Talk about lazy programming just joking. So, this is like a 'Basic Scripting for Dummies.'?
  4. Do what I did. Go to an inn and keep sleeping. Once you got the pattern of buttons to push to sleep (ex move north 3 times and talk with t and hit a to talk with dude a and hit the following numbers to get to sleep and repeat); Your actual button combo may vary. Try trapping wandering people outside by opening and closing the doors to keep the talk letter constant with the innkeeper
  5. Since flags can get confusing, here is a failsafe use for some flags that are used only in the current town. Step One: Define variables equal to the number of flags you plan to use. Step Two: In INIT_STATE, use get_flag for the flags to reuse and have a variable equal that flag. i = get_flag(2,5); or something like that. Step Three: also in INIT_STATE, AFTER the variables of the respective flag's values, clear the flags to zero. set_flag(2,5,0); Step Four: In EXIT_STATE, have the variables set the flag back again. set_flag(2,5,i); And poof! The flags are reuseable. Once done with in the current town, and exited, then they are reset back again. Best applies to two or more story dungeons, since Variables are cleared upon traverse up and down. I have not worked on outdoor scripts much, but I am pretty sure the same thing can apply to a single or a section of outdoors. Be sure the right variable is put in the right flag. Example for use: You have a two story cave. You want something the player does in the upper affect the lower and stuff in lower affect upper. You have switches, and in your mind, they are numbered. You can recall the switches by using flags 0,1 0,2 etc for switches numbered that. Use the above method to failsafe it. It might be useless, but hey. It's still a fun thing to try. EDIT: The flags, that way, will reset when the player renters the part of the dungeon that has INIT_STATE. So for the INIT_STATE of only the first part, set a flag beginining with the town number (9) for example that is Town Number,0. like 9,0. Have it equal one after all the flag storing and flag clearing is done. And make an if statement so all that flag clearing crap ONLY happens when 9,0 == 0. And the flag will only go back to 0 on exit state, so add that chunk of code .... set_flag(9,0,0) .... 9 = town number... .... for exit state. That means the flags wont rest again until after they are restored on EXIT_STATE.
  6. Thats the problem! Thanks. With all the ( ) things I got confused.
  7. Beta Testers for simple scenerio Or if that link does not work (my web thingy has ben acting strange lately) Go to Blades of Avernum forms and look for an all caps topic that should look familer to you.
  8. EDIT: The problem is solved now. Code: beginstate 18;//Keycardswap_terrain(char_loc_x(who_used_custom_item()),char_loc_y(who_used_custom_item());break; There is NO mathamatical expression, and the problem did not arise until I added that chunk of code.
  9. Okay, I get it now. Thanks. EDIT: I think. EDIT: The variables were short char_number; string char_addressed; Can I uas any string variable or any interger variable or does it have to be those
  10. Quote: Originally written by Keep: What kind of code can you put into print_str_color()? You can either put a single literal ("Hi everybody!"), or a string CONSTANT, but not both. You can't append anything to the constant, and the literal must be given in its entirety. There is no flexibility in this regard, but the buffer calls can at least allow you to append a mix of strings and numbers together, and then you can dump the buffer into a string, which is the only time when you can change the string constant. Okay, HOW do I do that? I don't understand how to use the buffer.
  11. whats the use of buffer text when I have print_str_color code? Can someone explain to me how to use this please.
  12. Quote: Originally written by 20eyes: Thanks Kel, I've managed to beat my poor script into submission using message_dialog() while in dialogue mode. It ain't pretty, but at least now it does what I want it to do. Try using clear strings() in the code. Then make conditions to show different texts. EX: code = clear_strings(); if (condition 1) { add_string(number of text, text1 - 8. NUMBER ONLY! } if (condition 2) { add_string(same as above) break;
  13. If you dont want to share walls, you can add two tiles width of blackness between one room and the next. Clog the blackness with walls of T sections, and there should be a seperater of rooms, WITHOUT limiting another rooms potential. It takes up alot of space, though, and if the player uses far sight, he will relize the builders built a pit between two rooms
  14. Quote: Originally written by Just call me Kel: Quote: Originally written by GIFTSare2 intelectly backwards: Erika is in my scenerio Except she is in a Paralell World You should understand. you do know about Quantum Physics and Multiple Dimensions right? Yes. I'm starting a Physics minor at UC Berkeley. I'd say I know something about quantum physics, although as far as I know, real theories of higher-dimensional space have nothing to do with alternate realities anymore. But sure, alternate realities. Yeah. Got it. This premise makes it only slightly less of an inherently bad idea, but if handled badly could make it profoundly worse. Erika is dead. Let her rest in peace. Dont worry. Erika in this dimension is a lonely lady from a town and does NOTHING to help you. I wanted Erika in it, but I didn't want the focus of the story to be on her. In my other dimension, she is dead in a grave, resting in peace .
  15. Quote: Originally written by Just call me Kel: Quote: Originally written by Jaded_i: It has to do with continuing the storyline of Erika and the vahnatai. For the love of god, please, no. Erika is dead. Rentar-Ihrno is vanished. Leave it that way. One "Erika's Legacy" (in BoE) is all we need. If you have any other ideas for scenarios, make them first, and then maybe give this one a try. Erika is in my scenerio Except she is in a Paralell World You should understand. you do know about Quantum Physics and Multiple Dimensions right?
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