Jump to content


Global Moderator
  • Content Count

  • Joined

  • Last visited

Everything posted by Kelandon

  1. You can change the starting location just for testing purposes or test with a god party. Or put in calls that you’ll later delete that move the party past the combat.
  2. If you want to be able to see an area in a cut scene, you either need to put a character close enough that the party can see the area, or you need to use set_total_visibility(1). Remember to set it back to 0 when the cut scene is over. As for the south end of your outdoor section, I don't know why you're seeing a blue area, but maybe put in a wall?
  3. If you want help, you really need to copy and paste the actual section of the script, not just something from memory. Also, the command reward_give() takes one short. Anything in the form reward_give(x,5) will generate an error because it has a second number. I don't know why the first version wouldn't work (assuming that the extra spaces are not the problem). You'd need to post more of the script (at a minimum, the entire node).
  4. The way you give an item to the party in dialogue is exactly how you're describing. Post the code if you want it debugged.
  5. I'm not sure what you're trying to do, but yes, you'll have to include some sort of code about SDFs. I also don't understand the "unfortunate thing" at all. If you need help, could you explain further?
  6. Ess-Eschas just helped me with a bug that I was realistically never going to track down by myself, and I figure I might as well let everyone know about it. Evidently, using the set_terrain() call in the outdoors prompts weird behavior when used on the eastern end of the outdoor section, if the party is currently located in the (north-?)western end of the section. The problem manifests for x-coordinates greater than or equal to 37. There are some safe regions with x = 40 and y = an odd number greater than 26, x = 41 or 42 and y = and odd number, and x = 43 and y = and odd number less than 38, among other potential safe areas. But otherwise, using set_terrain() in the outdoors can mess up the first PC. The bug initially manifested when I had a supply cache at (41,46) and was setting it to be a found supply cache if the player had already opened it and was re-entering the outdoor section. While wandering in the northwest corner of the section, I ended up with 141 copies of whatever was in the first PC's fifth inventory slot. Moving the cache to (41,44) changed it to adding pears (item 397) to the first PC's fifth inventory slot. Moving the cache to (41,45) fixed the bug as far as I can tell. Ess-Eschas can explain why this is happening better than I can, but it's one of the weirdest bugs I've ever seen in BoA. It seems to involve memory errors not unlike the old staining technique.
  7. You don't have enough numbers in parentheses. Here's the relevant part of the docs: You need to specify how much of the status and whether to give an update in the text field.
  8. Personality has an extremely limited effect, and not related to this. If you talk to someone with a given personality and encounter a node with the INTRO characteristic, you get text1 through text4. If you then encounter a node with the INTRO characteristic from the same personality (whether the same node/character or, I think, a different one), you get text5 through text 8. That's it.
  9. You need to set the third memory cell to the first node of the character's dialogue. For the second character, Allen, you need to set the third memory cell to 4.
  10. One unexpected thing about alpha testing is that I have to relearn how to play BoA. I don't really remember how to allot skill points and that kind of thing. It's fun, but it's a bit weird, like speaking a foreign language for the first time in many years. As of this test, the party ends up around level 14 at the end of Chapter 1 if you do all the side quests. That's probably not going to change much between now and the beta version. I have a list of about two dozen things that I need to fix in Chapter 1 based on this round of alpha testing. I'm now ready to go into Chapter 2 for the first time. I'm not exactly looking forward to it. Initial alpha testing is usually pretty rough. But the capital awaits.
  11. To change party state to drunk based on dialogue, include the "code" characteristic within the dialogue node, and use set_char_status() or set_party_status() as applicable. To fully revive hp and energy and move the party, use the "inn" characteristic. To partially revive hp and energy, you'll have to use "code" plus a variety of related calls, including change_char_energy() and heal_char(), as well as (probably better) march_party() or (probably worse) relocate_character(). This is sort of complicated, and I'm not sure I'd bother. To give an item as a reward, use reward_give(). For further information on dialogue, look at docs section 2.14.
  12. Kelandon

    Early SWS releases

    Mac. Jeff used to do Mac-first releases.
  13. 1) How to place an anti-magic field or a quickfire or something related to that in an area? Use the put_field_on_space() call. 2) How to change a character's attitude (Friendly/Neutral) if a particular action is done? Use the set_attitude() call. 3) I have seen secret passages telling that "You could not have seen this secret passage from the other side." How to make passages like that? Use some combination of the block_entry() call and a flag. It depends on exactly how you want to do it, but the easiest way is to have something like the following on the space, where (1,1) is the flag that you set if you've found the passage: if (get_flag(1,1) == 0) block_entry(1); And then set flag (1,1) on, say, the space before that if you're coming from the direction where you can find the secret passage, probably with a pop-up message saying that you found the passage. A slightly more complex way—which I usually use—is to have a block_entry() call dependent on both a flag and the location of the lead character. It would look something like this, where the passage is at the x-coordinate 15, you can enter from the west, and the flag is (1,1): if (get_flag(1,1) == 0) { if (char_loc_x(first_group_member(0)) < 15) { message_dialog("You find a secret passage!",""); set_flag(1,1,1); } else block_entry(1); } I did something resembling this (though not exactly the same) in Bahssikava, town 19, state 12.
  14. If I remember correctly, if you train a character in Mage Spells or Priest Spells at character creation, the character starts by default with some of the lower-level spells. But this is something you should just try in-game. It's an easy thing just to test for yourself so you know the answer.
  15. It probably could be done with a level 50 two-member party if you gave them both warrior skills and spellcaster skills, as long as you gave them key items (e.g., both have Adlerauge) and made use of every exploit (e.g., both have Divinely Touched). But it would involve a lot of saving and reloading, and I can't really imagine why a person would want to do that.
  16. There's combat in the Prologue, but it's totally linear, so the difficulty is not dependent on player choice and thus easier to control. I guess another option would be to add more combat to the Prologue, so the player does the initial level-gain in a linear fashion. It would take a little rewriting, but it could be done. I think that's a decision for a later day. I think the easy solution, for now, is to drop a fairly conspicuous hint to the player at the end of the Prologue, and then throw in a small warning when obtaining the hardest quest (just in case the player picks it up too soon).
  17. Doing some alpha testing this weekend. I started afresh, and I still love the Prologue. Chapter 1 is getting there, but there's still a lot that alpha testing revealed that is problematic. Some bugs, but more just details that I forgot to fill in at one point or another. Their absence is not conspicuous when you're looking at the scenario in the editor, but it's conspicuous when you're playing. Right now, I'm puzzling over whether I made the Chapter 1 combat too hard. I'm doing the quests in a different order than I did in my initial testing, and it's taking some reloading. If I do some of the dungeon, back out, sell loot and buy spells, and go back in, I can totally do it. But is it too much? I don't know. BoA has an issue that is common to a lot of RPGs, which is that you gain power quickly in the early going. A level 1 party is much, much weaker than a level 5 party, and you jump from level 1 to level 5 fast. So if you do the quests in one order vs. another, you can end up with a radically different party at different points. Which I guess suggests that I should make all of the early dungeons pretty easy, but it seems fairly tedious if I do that. I probably just have to keep an eye on this as I do further rounds of testing. EDIT: After further testing, yes, the sequence of quests is a bit of an issue. There's really one that you should do first and one that you should do last. I probably should make this obvious, though I guess not mandatory.
  18. Apparently, the link suddenly became case-sensitive? Anyway, it should work now.
  19. I'm way ahead of you. EDIT: To be a little less flippant, as the other posts earlier in the thread say, Homeland involves a complete combat rebalance. Every monster has been modified in at least some way—often in very substantial ways. The level progression has been changed via new spells and abilities. Together with that, I've controlled what items are available in each chapter. One thing I'll be paying attention to during testing is whether I need to modify the items more deeply. Right now, I have special, magic items that are new, but a lot of the regular items are the same as what you find by default in the core files. It's possible I need to change that, though I think it's unlikely.
  20. Yeah, the reality is that while the coronavirus situation left some people with more time on their hands, it left me with less, at the same time as my side job picked up speed. So I've been able to work on this only a handful of times in the last few months. We've got a three-day weekend coming up, though, and I don't have anything scheduled. My hope is to spend most of the weekend on this and to make some real progress again for the first time in a while. And yeah, in terms of size, Homeland is 18-19 outdoor sections and, at this point, 100 towns. I don't expect to add many more, but I still need to fill in a lot of details in a lot of towns. I will say that for a scenario that draws its inspiration from the scandals and failures of the Trump Administration, waiting around a few months does tend to give me more material to work with.
  • Create New...