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Newtfeet

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Everything posted by Newtfeet

  1. Remind me why we have those "begindefineitem 450" and "import = 450" lines in there. Edit: And crap, I double posted.
  2. What is that begindefinecreature bit in there? What does that have to do with items?
  3. (blinks in shock) The format is going to be upgraded? Cool. What does that mean for us scenario designers, besides adding those calls?
  4. You have to give all food items in your scenario a special class (using the it_special_class item property). Then, when the player comes to the NPC, use the has_item_of_class() function. Snuff ling kin, I think you are thinking of BoE.
  5. Good work; keep it up! I'll try to see if I have anything to submit...
  6. I would imagine that the copy is ignored. However, have you seen the fl_out_fight_town_used and te_out_fight_town_used floor/terrain properties? Even with those, I'm not sure if scripting a outdoor combat town would work.
  7. Are any of the known bugs going to be fixed?
  8. By the end of reading this, I forgot we were responding to Drakefyre's article. I also forgot what the points being made were. My point is, what are you all rambling about?
  9. There is no "hero shop" per se; you have a dialog node that asks the play to select a character, then you use restore_pc() (or something like that) on them.
  10. Quote: Originally written by Tentacle Monster: Za-Khazi run let the dog wag the tail clear off of its butt... Yes, I need help, but I almost burst out laughing here. Seriously though, I probably would rather have a scenario with no combat then one with no plot. Though I would rather have a mix of both.
  11. Quote: Originally written by Frobozz: What you should do is write a program that puts adds the custom sounds when ran and when ran again removes them. Them we wouldn't have to go in and fiddle with the thing by hand which is kinda slow. If there's enough interest, I could write one.
  12. Quote: Originally written by Frobozz: What you should do is write a program that puts adds the custom sounds when ran and when ran again removes them. Them we wouldn't have to go in and fiddle with the thing by hand which is kinda slow. If there's enough interest, I could write one.
  13. Oh! Now I get it; those aren't characters, they are scripts. You are probably missing the basicnpc.txt, guard.txt and door.txt scripts. If you aren't, then they are corrupted. Copy them back from the Blades of Avernum Files folder, and all should be well.
  14. I'd suspect a script error, except characters and terrain aren't in scripts. I also don't see those errors in the docs... You could try making it again and seeing if the same thing happens.
  15. Correct me if I'm wrong, but isn't RB 5.2.4 the latest version of RB 5? And anyway, I'm developing this in REALbasic 5.5.2b1. That needs a RB 5.5 license. And I want to wait until I actually have something worth porting.
  16. Quote: Originally written by Frobozz: If you have a computer with Windows... Whoops! Stop right here. I don't. I also probably would save the money that would go into that to get the Professional version anyway; it has more features then cross-compiling.
  17. Not really. Sometimes you just have to poke around a lot.
  18. There is a set_creature_memory_cell() call; page 25 of the appendices.
  19. There might be a better way, but I see change_outdoor_location(). The manual says that's for long distance, though; I haven't seen another one.
  20. Good points, all. Even though I usually try to think everything out, I'll probably consult this a lot.
  21. When is Jeff going to add these to the script DB?
  22. Standard Mac sound. If you use a resource editor, it'll probably come out right.
  23. I bet I can answer that; he looked at the numbers of the 'SND 's in the sound data file. As I did just a second ago. Well done, Kennedy!
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