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Kelandon

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Everything posted by Kelandon

  1. Um, Micael, if you don't want your scenario to become even more a butt of jokes than it already is, you might want to change the names of your characters so they no longer have any relationship to Rentar-Ihrno. *i is right, and he has as much or more design cred as anyone else you'll see at these boards, so that should come as no surprise. Moreover, I think *i owns the franchise ( ) on writing sequels to Trilogy games, Exile or Avernum, so you probably shouldn't make a scenario that you think of as a sequel to A3, and even if you do, you should take his advice as you're making it. Personally, I think you should say to yourself, "Okay, I made a test scenario and I learned a lot from it, so now I'm going to throw that away and make a REAL scenario." EDIT: It should be noted that I was meant that "franchise" comment metaphorically. I suppose that wasn't clear.
  2. Hrm, lessee... set the memory cells in the appropriate character. If you're using basicnpc, which I'm assuming you are, then cell 3 is the one that you want to set, and you want to set it to the number of the first dialogue node that the character uses. Erm, proper header for the dialogue script, which you can literally copy out of a script from the included games. That's pretty much it. Then you try it and see if you get an error. If you do, then we can help you debug if you tell us exactly what the error message says, post the script around the line number of the error, and identify the line that BoA is complaining about. EDIT: I wrote an article that you may find useful, and I highly recommend Erik Westra\'s cookbook for introductory purposes, specifically the dialogue section in this case.
  3. A stoat A baby stoat ... awww! Another stoat They're rodents, I believe. What makes them different from rats or weasels or whatever, I don't know, but a quick Google search will tell you anything you might want to know about them.
  4. I have my trusty Reader's Digest Character Naming Sourcebook, but I haven't been using it for Blades. I have a rather odd situation: virtually all of my characters are sliths, so I've chosen a relatively limited set of sounds (S's, K's, T's, A's, O's, P's) and tried to make relatively distinct names out of new letter combinations. The consonants tend to be unvoiced to get a sort of hissing effect. For monsters, I do much the same thing but with voiced consonants, so I get letter combinations of G's, B's, D's, and rougher sounds like R's and N's. For humans, though, I use the Sourcebook. Choosing names by linguistic origin is pretty handy (Latin or Greek if you want a classical feel, English or Celtic if you want something that sounds very normal to an English-speaker, Hindi if you want something that sounds exotic, etc).
  5. I collected herbs and made my own potions, personally. *busts out the hint book* You can get the potion recipe from Townsend in Formello and the elixir recipe from Walner in Fort Duvno. If you click on each Recipe in the characters' info screens, they should tell you how much Potion Making skill you need.
  6. These are the possible towns for set_out_fight_town_loaded (in the Outdoor Calls in the Appendices). EDIT: They're also used for fl_out_fight_town_used in the docs 2.4: Creating Custom Floor Types.
  7. I have no idea about S M Adventurer (someone else who actually knows him?) but you can definitely explain your opinion about the scenario at the Lyceum\'s ratings page for it . If you like playing BoE scenarios and telling what you think about them, there's a Scenario Ranking Contest going on right now. Play and rate as many as you can! If you have absolutely no idea what CSR is or what these links mean, the FAQ and Rules page may help. [/shameless plug] EDIT: Er, and SW\'s page with the scen gives his e-mail as srmboe2 (at) yahoo.com.
  8. Since "Nightfall" was based on the Isaac Asimov story and there have been no lawsuits yet (and "Johnny Favourite" was based on a movie, etc.), I'd say you don't need his permission. You may need an awful lot of custom graphics for such a scenario, though....
  9. I am pretty sure the answer to both of those is no. EDIT: As Imban said. Simultaneous post! EDIT 2: Now that was unnecessary, imbna.
  10. The call get_stat in conjunction with who_used_custom_item will do this. EDIT: Specifically, Code: if (get_stat(who_used_custom_item(),12) > 5)
  11. That's an entire major quest, and as such, is very long and complicated... what part are you having trouble with? If you want a walkthrough for the whole thing, Schro\'s FAQ from the top of this board is what you're looking for.
  12. That door can't be opened. The Geneforge is in the area called "The Geneforge," which is south of Benerii-Uss Holding and east of Benerii-Uss Shaping. You can get the key in either by killing Akkat or searching a cabinet in Benerii-Uss Holding. The three crystal shards are in each area of Benerii-Uss (Shaping, Holding, and the Geneforge).
  13. Wow. Yeah, either that, or take notes like a normal person. I don't know if the BoA docs recommended this (I don't think they did), but the BoE docs recommended using flags whose x-coordinates agreed with your town number -- ie using flags (0,0), (0,1), (0,2), ... , (0,29) in town 0, flags (1,0), (1,1), ... , (1,29) in town 1, etc. Then just take notes on what your flags mean. It's not like you'll ever run out. I don't know why you would want to reuse them. That sounds far too dangerous. EDIT: Reading your method a bit further, I have no idea why you're messing around with variables. Just set the flags directly, and it should have the same effect.
  14. Docs Appendices, Dialogue Calls: void begin_shop_mode(char shop_name,char shop_desc,short which_shop,short price_adjust,short sell_adjustment)
  15. I like "Brushfire." The point was that the names were of people on these boards, though: Drakey and Flamefiend are both community members.
  16. Well, the first and most obvious problem is that set_state_continue isn't a short. It's a void. You want something like: Code: choice = run_dialog(1);if (choice == 2) set_state_continue(54); I'd be surprised if any part of this cut scene ran. Also, about halfway through state 54, you start omitting force_instant_terrain_redraw (right after "Surprising, a pitiful band of adventurers"). Additionally -- and this is just a cosmetic thing, but still -- you'll almost never want to use pause(1). That's a tenth of a second. That's hardly even noticeable. If someone's running, you probably want pause(5). If someone's walking, you want pause(7) or pause(8) or so. EDIT: Just saw the part at the end. Well, yeah. Just copy and paste, though.
  17. Which line is 145? This error means that BoA is reading one of your strings as containing more than 254 characters (or 256 if you include the quotation marks). It can also show up if you forget an end quote, because it thinks that the string keeps going until it runs into the opening quote for the next string.
  18. You're probably missing a bunch of force_instant_terrain_redraw calls. You have to do that after every freakin' change you make that you want to show up in the game.
  19. Actually, I kept my couple of fyoras all the way through and they leveled so many times that they were extremely powerful. At various times I saved the game, reabsorbed them, and made drayks, just to see if the drayks would be more powerful, but they weren't. So, as I mentioned earlier, I kept my same creations all the way through GF. Then again, I probably didn't put enough into my shaping skills. I know! For GF3, I'll not only name my drayk "Drakey," but also name my Fyora "Flamefiend." Hmm... I need another good fyora name.
  20. Also, the line numbers for this particular error are notoriously bad. If there's nothing wrong with the line BoA is complaining about, check if you're missing end parentheses in a line above that.
  21. This would annoy me personally, but I can't think of any good objective reason why you shouldn't do it.
  22. Anyone ever wondered what reset_dialog_preset_options actually does? Well, I tested it out, and here are the results. The call is equivalent to various other combinations of dialog calls. (I added returns in various places within the dialog strings in order to prevent board stretching.) reset_dialog_preset_options(0); is the same as Code: reset_dialog(); reset_dialog_preset_options(1); is the same as Code: reset_dialog();add_dialog_str(0,"There is an item here. Do you take it?",0);add_dialog_choice(0,"Leave it.");add_dialog_choice(1,"Take it."); reset_dialog_preset_options(2); is the same as Code: reset_dialog();add_dialog_str(0,"You find a stoud wooden lever, emerging from a slot in the floor. It is set all the way to one side.",0);add_dialog_choice(0,"Leave it alone.");add_dialog_choice(1,"Pull the lever."); reset_dialog_preset_options(3); is the same as Code: reset_dialog();add_dialog_str(0,"You find a portal, a magical door made of pure energy. Wizards often create them to speed up transportation from one place to another. They're safe. Usually.",0);add_dialog_choice(0,"Back away.";add_dialog_choice(1,"Step into the portal."); reset_dialog_preset_options(4); is the same as Code: reset_dialog();add_dialog_str(0,"There is a large button here. It's a carefully carved disk of stone, which will sink into the stone when pressed. Do you?",0);add_dialog_choice(0,"Leave it alone.";add_dialog_choice(1,"Push the button."); reset_dialog_preset_options(5); is the same as Code: reset_dialog();add_dialog_str(0,"There are some stairs here.",0);add_dialog_choice(0,"Leave.";add_dialog_choice(1,"Climb the stairs."); reset_dialog_preset_options(6); is the same as Code: reset_dialog();add_dialog_str(0,"There are several unusual leather scrolls on these shelves. You examine them briefly. They're covered with unusual writing.",0);add_dialog_choice(0,"Leave the scrolls alone.";add_dialog_choice(1,"Try to read them."); reset_dialog_preset_options(7); is the same as Code: reset_dialog();add_dialog_str(0,"There is a thick book on this pedestal. The thick papyrus pages are covered with dense, strange writing.",0);add_dialog_choice(0,"Leave the book alone.";add_dialog_choice(1,"Try to read it."); reset_dialog_preset_options(8); is the same as Code: reset_dialog();add_dialog_str(0,"There is a large, wooden wheel here, with a long length of iron chain wrapped around it several times. The chain then goes from the wheel into a hole in the ground.",0);add_dialog_choice(0,"Leave.";add_dialog_choice(1,"Try to turn the wheel."); reset_dialog_preset_options(9); is the same as Code: reset_dialog();add_dialog_str(0,"You open up the trapdoor and find a shaft underneath it. There is a ladder underneath it. You can descend if you want.",0);add_dialog_choice(0,"Leave.";add_dialog_choice(1,"Climb down."); reset_dialog_preset_options(10); is the same as Code: reset_dialog();add_dialog_str(0,"You think that you have found a trap. You can try to disarm it though, if you fail, you may set it off.",0);add_dialog_choice(0,"Leave.";add_dialog_choice(1,"Disarm the trap."); Anything higher than 10 is the same as 0, which is the same as reset_dialog by itself. I have no idea if anyone will find this useful, but I just thought I'd post it because someone might.
  23. Open up the room a little bit. BoA isn't great about figuring out exactly how to place the characters, and if there isn't a lot of space near your starting location, it will put them somewhere else, somewhere seemingly random, as you're describing. Make the room bigger. EDIT: TM, you're freaking me out.
  24. As far as the possibility of a German Blades audience, I don't know, but the starting location should be easy to handle. Did you mark the place that you wanted using the Set Starting Location option in the Town menu? That's the way to specify where the party originally starts out.
  25. Torches etc. EDIT: Er, I was trying to say that such spells are unnecessary.
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