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Thralni

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Everything posted by Thralni

  1. Text 5-8 will eventually be used for the second language, so they are there with a reason. I checked again, and all flags are set as they should be at that point. I guess I'll check again. Teleport party does have a sound, though, doesn't it? I think you can activate or deactivate the effect, but can you get rid of the sound accompanying it too? If not, then I don't think it would be of use.
  2. Fort some reason, no text is displayed, except for the questions, in the following dialogue node: Code: begintalknode 1; state = -1; personality = 9; nextstate = 1; condition = 1; question = "Fersor"; text1 = "Fersor, mighty chieftain of Hirpirdihra, is sitting in front of you on an old, wooden chair. He seems tired of life and he looks at you with begging eyes. He speaks:"; text2 = "Adventurers. Have you thought about my question? have you thought about any consequences: for us and for you? We know you serve a nation, we know you can't just help the enemy. Still, we ask this of you. What is the answer?"; text3 = "You walk towards Fersor, who is very glad to see you. He is thrilled you are willing to help him and his folk out of Avernum, out of the pit you want to get out of too."; text4 = "_What are you doing here!_ Fersor immediatly stands up and asks you to leave. You refuse, but he even gets angrier. You are soon standing out side of the palace."; text5 = ""; text6 = ""; text7 = ""; text8 = ""; code = if ((get_flag(250,0) == 0) && (get_flag(4,2) == 0)) { // intro - not answered question yet remove_string(3); remove_string(4); remove_string(5); remove_string(6); remove_string(7); remove_string(8); } if ((get_flag(250,0) == 0) && (get_flag(4,2) == 1)) { // intro - said yes remove_string(1); remove_string(2); remove_string(4); remove_string(5); remove_string(6); remove_string(7); remove_string(8); } if ((get_flag(250,0) == 0) && (get_flag(4,2) == 2)) { // intro - said no remove_string(1); remove_string(2); remove_string(3); remove_string(5); remove_string(6); remove_string(7); remove_string(8); relocate_character(0,28,10); relocate_character(1,27,10); relocate_character(2,26,10); relocate_character(3,25,10); end(); } break; I couldn't spot anything in the flags that might make it so that all if statements are triggered and all lines are removed. I wondered if one of you could find out what the problem is? The problem doesn't arise in any other dialogue node of this same script I made.
  3. Halleluja I presume, but since I design for BoA already, I probably won't do anything for BoE. Still, good move Jeff! You probably made quite a bit of this community very happy.
  4. And there comes back the problem I wanted to avoid: i want the party to be out of combat mode, as I'm sure it will irritate most players that they won't be able to move in normal mode. I didn't test the kill thing yet, but I already coded it, and it will stay there unless it doesn't work proparly. It seems like a very interesting thing, though, to use in a puzzle. I will keep it in mind. So even though I won't use it for what you suggested it, I'm sure I will find an other use for it.
  5. Ephesos: Those trees are really extremely beautifull. When i get the chance to use them, I certainly will.
  6. Maybe I'm just naive, but I trust my players to just read the readme, and thus read they should not resurrect their fallen comrade if they don't want to break that part of the scenario. Also, what I meant with my earlier comment about using godparties: What I meant was that hacking through will not win the puzzles for you. Upon rereading it, I thought it might have been a little unclear, because what people might have understood is "You won't win the scenario," which of course isn't true. No, the puzzles I try to design will make you think about what to do, and hacking through all the enemies will probably get you nowhere. You will have either to attack a very specific thing or do a series of specific things, after which you can defeat the enemies. So that's why a god party may not be usefull.
  7. For as far as I know, in the outdoors only outdoor scripts work, and nothing else, until you get into a town. All terrain/creature and town scripts do work there.
  8. Then me thinks a god party will be mostly useless, as a puzzle is a puzzle is a puzzle is a puzzle, and it doesn't matter if it's combat based or not. By just hacking through, you won't win anything in most cases.
  9. I added a notice in the Readme file and a message_dialog call in the scenario start state, alerting people to read the readme file before playing, like I did in WtRM. That way I hope to alert people about the fact that their character will be killed. I generally don't like taking away spells, so I will only do that if it's really necessary. I also don't know why anybody would want to use a god party for TNS...
  10. As lazarus said, the party will be stuck in combat mode, which means that, before a tick passes, the player has to put in extra time to get all characters moving, so that their ap have been used (unless he does "defense" all the time) and the turn ends, and another tick passes. Conclusion: this takes up unnecesary time. Instead of that, it would be a lot better if the party could just move around normally. I don't think a priest with resuurection will be a problem. I'm designing for a level 20-30 party, and I have yet to find a scenario in which one can resurrect at a high level (more than 1).
  11. I did think about killing the poor guy/woman, but I didn't know for sure I could resurrect him/her without losing his/her stats. If i do use this method, will the character be intact (that is, no stat loss) when I resurrect him/her?
  12. I have gotten an idea of something I think myself is quite cool, but for that I have to be able to split a PC from tha prty in such a way, that the player can't use that PC: it's the exact opposite of what you can do with the existing calls (which is to split one PC from the party and play only with that PC, I want to plit one PC from the party and play with the party). Now of course it's possible (Kelandon did it in Bahssikava), but that's not entirely what I want. If there is not other way I'll do it vua Kelandons method (which is to move a chosen PC to a secluded spot and charm him heavily. It would be nice, though, if there are other ways.
  13. Understanding how to make scripts will come in time. People have said it dozens of times: start simple, and you'll learn soon enough. I think that's the only good advice we can give you at this moment. Then when you don't understand a specific thing, we are glad to help. However, coming here and declaring you don't understand the scripts, doesn't help you nor us. So: - Open up the docs and do the basic scenario tutorial. - Read what is said about the different types of scripts (terrain, creature, whatever). I recommend just starting with town and outdor scripts, though. - If you don'y understand something, ask it here. I recommend working in this order, instead of skipping the first two steps and immediatly come here to say you don't understand it. You're not pathetic, you're not dumb, you are a newb, and it's nothing to be ashamed of or anything.
  14. If I understand what you want to do, you have to use a preset encounter. The special encounters are used for different things. However, as I never used them, I can't say what it actually is they are there for. All I can say is that you'd best look that up in the manual that accompanied the original Editor. EDIT: according to earlier mentioned manual: "Special encounters, which are spawned into existance by commands on the outdoor section script." I don't know if you intnded this to do, but I assume you want a group of monsters, say, guard a specific place like the Senarti fort in WtRM (it's that hill in the water with bare, cavefloors)? In that case, you definetly want to use the preset encounter.
  15. Okay, I didn't know you were about to put all that in. I think I might drop textwrangler eventually if all this will be working correctly (The Alint sounds very good). I'm glad you approve of the template idea. It would be very helpfull if it could be put in. Thanks
  16. This seems nice, but what exactly will it feature that Textwrangler doesn't have? That, too, is a free text editing program, specifically for HTML, but it works well with any kind of script. EDIT: I was thinking, as something I would love to see, that it might be very handy to have some pre-defined script starts. Like that you can make a new file, and that you can choose what sort of script you want, and according to that the START, INIT etc states are automatically added. Something else which may be usefull, along the lines of what kelandon commented and is nit implemented in Textwrangler to my discontent, is a checker that automatically checks for parentheses: if you type an unmatched right bracket somewhere, it will immediatly warn you.
  17. Unless you yourself will be doing the upgrade, no. The BoE editor will not be upgraded. If you still want to design, though, you can do it for BoA.
  18. That would be weird, because I downloaded the exile trilogy demos maybe a year or two back, and I had music. Perhaps you just didn't turn it on? For all I know, it defaults to off.
  19. The script I tested with doesn't use state 15 anymore, only the START and INIT states, without SDF (121,3). I'll try it with a fresh party, though, it might correct things. I certainly hope so. I'll also go over the numbers of terrain and so forth again, just to be sure.
  20. Okay, I'll try that. I, too, thought it might be the flags, although I really doubt it. I will do that sometime tomorrow, as the party of last night, the beer I drank and the last night sleep, plus the 5 hours of orchstra repetition have basically killed me. Anyway, thanks. EDIT: Just couldn't leave it alone, could I. Once I get obsessed with such things like these, i keep going until it works, and now it does. I still don't quite understand what the problem was, though. I took out the flags, and checked to what the flags were set, which were set correctly. Then I put in the flag checks, and it still worked. Then I took out the flags' checks of print_num() and it still works. Thanks for all the help guys, you made me a very happy man.
  21. Woops, I didn't know that was necessary. I'll do it right away. Thanks! EDIT: Hmmm, still doesn't seem to work right. I probably did something wrong: datascript: Code: // *** ITEMS ***// Slith spear and greatswordbegindefineitem 445; import = 371; it_special_class = 1;begindefineitem 446; import = 61; it_special_class = 2; townscript: Code: beginstate START_STATE;if ((get_flag(13,5) == 0) && (item_of_class_on_spot(26,33,1) == 1)) { set_flag(13,5,1);}if ((get_flag(13,5) == 4) && (item_of_class_on_spot(34,33,2) == 1)) { set_flag(13,5,5);}break; I put a print_num(num) call at the first if-call of the START_STATE, to see if it's triggered at all, and it's not. I think everything is right now, yet it doesn't work. What can be the problem now? Yes, I did put the right items in the town (445 and 446).
  22. Very, very weird... Okay, I tried out what was suggested in this thread, and nothing worked, so I decided to do some research. I entered the strings Code: a=x;print_num(a); at the INIT and START_STATE, a = 1 for INIT and a = 2 for START. I came to the following conclusion: The START state is called every single turn, as it should, but no terrain is actually changed. The INIT state is called when you are within reach of the new outdoor section, about 5 - 10 spaces away from it. Now comes the strange part: the INIT state altered the terrain, but in a totally weird way. On every place it had to put terrain, it either heightened or lowered the terrain with about 10. This seemed somewhat random, though lowering happened a lot more. Also, the terrain modifications were in the wrong outdoor section, namely in the one the INIT state was triggered in. It then started giving a thousand times the error "terrain number out of reach," and when it had enough, BoA crashed. The report that was automatically made, said I have v1,1 of BoA, which seems strange to me. I downloaded BoA again, though, so I'll see what happens next.
  23. I have a puzzle in which has to be hecked whether or not a certain item is on a certain spot. However, it fails to work correctly. The relevant bit of code is here: Code: beginstate START_STATE;if (get_flag(13,5) == 0 && item_of_class_on_spot(26,33,1) == 1); set_flag(13,5,1);if (get_flag(13,5) == 4 && item_of_class_on_spot(34,33,2) == 1); set_flag(13,5,5);break; The first if-call checks for a slith spear, the second one for a greatsword. Can enybody see what is wrong in this script that it might not work? If somebod knows a better way to do the same, I would very appreciate it if he told me how to, as this call does actually not do exactly what I want it to do.
  24. Quote: Originally written by Ephesos: Quote: Originally written by Thralni: Ephesos: Before I did it as it is now, I had all the modifications in the START_STATE, which didn't work. In EoR it seems to be working fine, though. So you first put it in the INIT, which didn't work proparly, but when you put it in the START, it did work? If so, is there any real difference between our scripts? The difference is set_flag(121,3,1), and the corresponding get_flag call. If you just took those out, it'd work just fine. I hope so... But I'll never the less try that too.
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