Abu Dhabi
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Posts posted by Abu Dhabi
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My code, revised:
beginstate 12; // This is supposed to check SDFs
// and items
if ((get_flag(1,1) == 1) && (get_flag(1,2) == 0))
{
set_state_continue(13);
}
if (get_flag(1,2) == 1)
{
set_state_continue(14);
}
if ((has_item(377) == 1) && (get_flag(1,2) == 0))
{
set_state_continue(15);
}
if (get_flag(1,1) == 0)
{
set_state_continue(16);
}
break;
beginstate 13; // Been here before, not finished
// the quest
reset_dialog();
add_dialog_str(0,"Incomplete.",0);
add_dialog_choice(0,"Uh huh.");
break;
beginstate 14; // Been here before, finished the
// quest
reset_dialog();
add_dialog_str(0,"Completed.",0);
add_dialog_choice(0,"Uh huh.");
break;
beginstate 15; // Have the right item, rewardng
// now
reset_dialog();
add_dialog_str(0,"Completing.",0);
add_dialog_str(1,"_Thanks._");
add_dialog_choice(0,"Ok.");
take_item(377);
award_party_xp(5,1);
reward_give(248);
set_flag(1,2,1);
break;
beginstate 16; // This sould be the first after
// the SDF check but I think it will work anyhow,
// as long as the SDF check is correct
// This describes the first visit to the encounter
reset_dialog();
add_dialog_str(0,"Description.",0);
add_dialog_str(1,"Description.",0);
add_dialog_str(2,"Description.",0);
add_dialog_str(3,"_Bring._",0);
add_dialog_str(4,"_Ok?_",0);
add_dialog_choice(0,"Maybe.");
set_flag(1,1,1);
toggle_quest(1,1);
break;
Happy?
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Quote:Originally written by *i:
It only works if you have a history of releasing things. The people who talk about things are usually newbies or close to who never finish.[/QB] -
Actually, someone could make a site with anonymous scenarios. I'm thinking about someone who has a rather large amount of space - some scenarios take serious MBs.
It could be done with aa upload form or just by mailig the maker of the site, and he'd do the putting manually.
As for the anonymousity and the contest, people could add a hidden signature somewhere in the scenario. Like, say, an encoded chunk of text somewhere in the readme which, if he/she wanted to reveal, he/she could just post a decoding mechanism.
Was I clear? Say something if I wasn't, I can't tell really.
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That doesn't seem to fix it all the way. I now get a completely different error. Something about wrong numbers.
Anyway thanks.
PS: Do you have BoA bitmaps for those giant blue chickens? I could probably use them.
EDIT: I've noticed I missed a few ',0'. I placed them where they should be, now there is no error. It only works in a strange way -- no messages!
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My code:
beginstate 12;
if (get_flag(1,1) == 1) && (get_flag(1,2) == 0)
{
set_state_continue(13);
}
if (get_flag(1,2) == 1)
{
set_state_continue(14);
}
if (has_item(377) == 1) && (get_flag(1,2) == 0)
{
set_state_continue(15);
}
if (get_flag(1,1) == 0)
{
set_state_continue(16);
}
break;
beginstate 13;
reset_dialog();
add_dialog_str(0,"Uncomplete.");
add_dialog_choice(0,"Uh huh.");
break;
beginstate 14;
reset_dialog();
add_dialog_str(0,"Completed.");
add_dialog_choice(0,"Uh huh.");
break;
beginstate 15;
reset_dialog();
add_dialog_str(0,"Completing.");
add_dialog_str(1,"_Thanks._");
add_dialog_choice(0,"Ok.");
award_party_xp(5,1);
reward_give(248);
set_flag(1,2,1);
break;
beginstate 16;
reset_dialog();
add_dialog_str(0,"Description.",0);
add_dialog_str(1,"Description.",0);
add_dialog_str(2,"Description.",0);
add_dialog_str(3,"_Bring._",0);
add_dialog_str(4,"_Ok?_",0);
add_dialog_choice(0,"Maybe.");
set_flag(1,1,1);
toggle_quest(1,1);
break;
I want this to be an outdoor get_me_something_or_other quest. But something's wrong. I don't know where, because I have the error line number problem, but I know this: When I walk into the area it gives me the quest, when I return with the item it shows an error. It shows no messages.
Help me? Please?
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Another idea for naming creatures is defining it in the your_scenariodata.txt. Although it uses a creature slot, so I wouldn't recommend it for every day uses. Though bosses or the such could be defined like this.
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Wait one moment.
Now it doesn't show the second option at all. We're making progress but I'm still confused.
EDIT: I am even a bigger moron, forgot to undo my previous ideas and it didin't show because of them.
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I am a moron.
Thank you for enlightening me.
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Here is my code:
begintalknode 4;
state = 2;
personality = 1;
nextstate = -1;
condition = get_flag(0,1) == 0;
question = "Ok.";
text1 = "Stuff1";
code =
set_flag(1,0,1);
toggle_quest(0,1);
change_coins(50);
break;
begintalknode 5;
state = 2;
personality = 1;
nextstate = -1;
condition = get_flag(0,1) == 0;
question = "No.";
text1 = "Stuff2";
code =
set_flag(1,0,1);
toggle_quest(0,1);
change_coins(20);
break;
I wish to make a dialogue with the choice to accept a quest or not. If you dissagree, you still get the quest, but with a lower budget. The problem is that when testing I could click both options, one after other.
Simulation:
Ok.->Stuff1->No.->Stuff2->End
I wanted it to be:
Ok.->Stuff1->End
or
No.->Stuff2->End
What's wrong with this picture? What am I doing wrong?
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Is there a way to turn off the sound in the editor so it won't prompt me it can't play sounds?
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i'm thniking of making a scenario with a set of items forming a complete armor/weapon/accessory set. now i ask you who had the luck and bought a MAC: will it be possible to script these items so when equipped simultaneusly they will give the character currently wearing them special, not annotated in the item description bonuses?
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using scripts and some small town you could make busses. y'know, go for the bus stop [script here asks wheter to get on] and ride [script takes you to a very small town that looks like a bus] to the next town [after a predetermined amount of waits or moves the script tells you you can get off] and get of [walk in the exit of the bus].
neat, huh?
typo
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hmmm. how about some balancing the spell power?
i dont have a mac but i seen people complain about underpowered magic.
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i on the other want a wait button on the quickspell bar so's i dont have to click myself, and some kind of field lines in combat mode so i'd be able to see how many aps my avatar will use. EOT
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ahem. the takers wrote that the geneforge worked. that probably means that they tested it in the early stages of. "it doesnt work till i see it work". so my best guess is that they improved one of them and it became so dangerous/insane/both that they with great care locked it up.
Outdoor Special Encounter
in Blades of Avernum Editor
Posted
Come again?