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Kelandon

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Everything posted by Kelandon

  1. As of Scenario Format Version 2, namely Mac v1.1 or Win v1.0, we have string manipulation. The latest version of the docs includes the added calls and puts a handy little italicized note that they won't work in older versions of BoA.
  2. Sent to Morgan. I assumed .sit, because I think I remember that you have a Mac. Overwhelming, it was supposed to give the number of your level (in thousands) of coins. So if you rose to level 15, you were supposed to get 15000 coins. In v1.1, since you can start at any level, it gives you the difference between your starting and ending levels (so if you brought in a level 11 party and chose to bring it up to level 18, it would give you 7000 coins). If it did anything other than that, it's a bug, and let me know what you did and what happened. EDIT: And sent to Cade, too, also as .sit.
  3. omfg I just soiled myself. You, sir, deserve a MEDAL. I will play with this a great deal over the next few days, so any bugs I find I will send to you. It would be lovely if you could get the various things that are not displayed (terrain scripts, etc) to display. I imagine a little box with 3-d versions of those graphics in the corner of the terrain that they're on, much like the 2-d version, but I have no idea how hard that would be to implement. If not, I'll just switch to 2-d. No big deal. Seeing icon adjustment would be great, but this seems like it would be hard. Stating the obvious here, you could try asking Jeff about it, and if you show him this app he might pay attention, but then, he might not. I may have just missed this, but is there a keyboard shortcut for switching between 2-d and 3-d? That'd be really nice, if it's not already there. Maybe TAB, if that's not already used for something. And yeah, the toggling to see the line of sight thing would be really cool, too, if you could pull it off. I imagine you could hack together something out of the scenario script based on the different directions of sight that are blocked. But even if you do nothing to this thing, I will use it regularly. Thank you!
  4. In your code, the end call ends the dialog. You'd be far better off using something simpler, like: Code: code = if (get_flag(75,0) > 0) remove_string(1);else remove_string(2);break;
  5. I am looking for beta testers for the HLPM. Why, you may wonder, would I want to do a beta test for a utility that has already been released? First, because v1.1 is rather bigger and more complicated than anything that came before -- I knew that v1.0 worked, becaused there were not many different things that one can do in it, but v1.1 is not nearly as easy to test by one's self. Second, I want to try to get SW to host it finally, and they like things that have been beta tested. Hence, the beta call. This will not be a normal beta test. I know that if you run through the normal functions of the HLPM, it will work. There are no alternate endings, no crazy things like that, so that's not what I want people to test. I want people to try to BREAK the utility. Go in with crazy party alignments -- a duo with chars in the 2nd and 4th spots, or a trio with one character thirty levels below the other character -- or do things completely out of order, or walk back and forth over specials several times, or try to back out of areas once you've already started a process, or go through different areas several times and do strange things. I think I've made the HLPM rock-solid, and I want to know if anyone can produce a bug. Post your e-mail address and whether you'd like a .sit or a .zip file if you'd like to test this thing out.
  6. I asked Jeff if we can use other SW graphics in BoA, and he said yes, so go for it. Nethergate had a promising system. More could have been done with it -- additional spells, additional schools. I'm not sure if I like the thing about gaining individual skill points vs. gaining levels -- but I'm not sure that I don't, either. And it was an interesting idea to have Exile-style dialogue but highlight key words. This helped me a lot. I'd rather see a Nethergate 2 than an Avernum 4, personally.
  7. You can do this with string manipulation, specifically append_char_name.
  8. Quote: Originally written by Overwhelming: Let me know what you think.
  9. I believe this script will still fail if you try to run node 14, because you are missing the second string. That second string, by the way, is probably what you wanted when you wrote your text1's for each of these nodes. Just move the text1's into the second string of the begin_shop_mode and then write a new text1 for finishing shopping. AND WHY ON EARTH ARE YOU MAKING A HLPM?! (Check link in sig!) EDIT: You also need a scenario START_STATE. Not sure if it gives an error if you don't have it, but you should have it anyway. (Yes, this is different from the START_SCENARIO_STATE. Look at VoDT's scenario script if you want to know all the states that you should have.)
  10. Mr im 2 saxy 4 this post again makes such reasoned and valid points. I felt no qualms about killing Pyrog in A1, and I felt sad when Motrax died shortly after A2. I celebrated when Athron had her babies, knowing that dragons would not die out, but I had the serious urge to kill Sulfras just to test myself against that kind of power. Overall, I could understand the dragons' perspective enough not to get too frustrated with them, and I liked them enough not to want them to go extinct, but I can't say I was terribly fond of any except Motrax.
  11. Ack, either my browser is misbehaving badly or Avernum Annotated Maps is down. Oh well. I think the Orb is in the Waterfall Warrens, a screen north and then west of Sss-Thsss's castle. It's in a slightly obscure path through the warrens -- you will probably have to save and just try them all, unless someone remembers more thoroughly than I do. The usual disclaimer applies: all this is from memory, and my information is from A1, not E1, but I think it's accurate.
  12. My bad. Honestly, I was thinking: Code: if (choice == 1) block_entry(1); and just delete the end call entirely. It doesn't really make that much of a difference.
  13. Buy horses right off. Use them whenever you travel anywhere. Without rushing in the least, I finished the game on day 110, having done every single quest in the game (and I checked the hint book to make sure).
  14. Says the man who has completed 20 scenarios or so. Scripting is easier or harder depending on your level of experience with programming and the way your brain is wired. One of the downsides to the elaborate scripting engine for BoA is that those who are able to write a really good story but can't program worth a damn won't be able to do much with BoA. But then, those who can program AND can write good stories have the power to do amazing things. It's easy for some and not for others, so don't freak out if someone thinks it's hard. The manual is not that great unless you already know some coding techniques.
  15. Right before the end call. So... Code: if (choice == 1)block_entry(1);end();
  16. You need the Orb of Thralni, I think. One of the walkthroughs at the top of this forum (or the Avernum Trilogy forum, too -- the games are much the same) can tell you how to get it.
  17. I absolutely loathe the way that Exile/Avernum history has been written by the community. I think you can feel free to ignore anything not in the games themselves. On what's actually in the games themselves, I have my notes from re-playing the games for historical information posted on my web site, and for an update as soon as I get real Internet access (3-5 business days, they tell me), I will be turning that into a readable piece of work. It is, of course, not everything there is to know from the games. Oh, and yes, if you're *i and make AtG, it becomes canon, apparently.
  18. My guess is that custom sounds are a really bad idea for the moment. Unless your scen REALLY needs them -- and I would suggest re-writing your scen so that it doesn't rather than using this method -- don't use custom sounds.
  19. You can't learn the ritual. You can run all the way back to Micah, but he won't tell you anything. As I recall, you need the Blessed Athame. I don't remember how to get it, but one of the walkthroughs around here will tell you. (And, as always, my info comes from A1, not E1, but it should be the same.)
  20. Geneforge's language is fairly close to Avernumscript, so I can understand it, and no, there's nothing in GF2 behind that door. However, there is obviously something behind the door, inasmuch as GF3 has to based on it (or else Jeff will see hell from all of his customers after its release).
  21. Oh, come on. Stop this foolishness. This question has been asked several times, and anyone who is going to give a real answer has already given one.
  22. Archimage Micael (which is not much of an improvement over "archmagi," by the way -- there's no I in archmage), I know what you're trying say and even I had trouble understanding what you're saying. Long story short, Overwhelming, the code is right. Choosing dialog choice 0 makes run_dialog return 1, and choosing dialog choice 1 makes run_dialog return 2, and choosing dialog choice 2 makes run_dialog return 3. It's weird, but that's how it works. EDIT: Posted at the same time as Flamefiend.
  23. I didn't for a long time, but I just recently printed the things that I refer to most often. I'm still seeing how this works for me.
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