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Abu Dhabi

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Posts posted by Abu Dhabi

  1. 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?

  2. 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.

  3. 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!

  4. 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?

  5. 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?

  6. 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?

  7. 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? laugh

     

    typo

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