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Groovejet

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Everything posted by Groovejet

  1. Quote: Originally written by Keep: Not directly (of course skipping ID shops), no. There are many ugly workarounds, as you may imagine. Perhaps identify_item(int item_type) - Identifies all items of item_type currently in the party's possession. identify_item_with_class(int item_special_class) - Identifies all items with item_special_class in the party's possession. Maybe if we can identify the item that is in a slot? Identify_item(short which_char,short which_slot) - Identifies the item on which_slot of which_char.
  2. Also, is there a way to identify party items?
  3. I want that after certain event the location of a character in a town is changed. For example, there is a townperson that is jailed and after you proove he is innocent he returns to his home. How do I make this happen in the editor? I was thinking that the best would be to make the second character belong to a hidden group and put a script on the init town state that after certain flag is set, erase the first one and makes the second one appear.
  4. I have a doubt, when I use the following commands: Code: cr_what_stat_adjust 2 = 2; //Intelligence cr_amount_stat_adjust 2 = 4; What does it exacty does? Does it increase the intelligence by 4 or does it sets the creature inteligence to 4?
  5. I'm using this script on a character that joins the party, however this does not seem to work very well. Does the script work if it is used in a party member?
  6. short party_size() - Returns the number of characters in the party. Also a leading_char would be good, but that can be implemented with script, I'm just lazy.
  7. I designed the foloowing item: Code: begindefineitem 445; clear; it_name = "Sword"; it_full_name = "Sword of Courage"; it_variety = 1; // 1-handed weapon. it_damage_per_level = 12; it_bonus = 5; it_encumbrance = 1; it_floor_which_sheet = 1037; it_floor_which_icon = 2; it_inventory_icon = 3; it_ability_1 = 58; // Mental resistance, +5% / str it_ability_str_1 = 3; it_value = 2000; it_weight = 100; it_magic = 1; I wanted to make it like a longsword with 5 bonus damage (like the magic longsword), but it ends up doing 6-72 damage. May somebody tell me what I did wrong? Thanks
  8. It has also happened to me, but just twice and the editor didn't freeze.
  9. Well you can mail them to me migue@eos.com.pe I'd recommend you to put [boA] in the header of the mail so I won't confuse it with spam.
  10. For a) you can use make_town_hostile() or set_town_status(which town, new_status).
  11. Thanks, I was confused because in the manual they talk about skills so I thought that call was for the status afflictions.
  12. I want a character to use a wand just if his priest skill is more than 5 so what call should I use? I've been searching in the documents and all of them check just the party member with the highest skill. I might have missed the call, though.
  13. 1)Is there a call that identifies the party items, so designers can make for example a machine that works like an identification device? 2)I want to make an item that just works if you have another, for example lets say that we have a wand that just works if you have a magma crystal, is there a way to make that each time you use the wand a magma crystal is taken away and that if you don't have magma crystals you can't use the wand?
  14. message_dialog has the following structure: message_dialog(char text1,char text2) so I think your code should be like this: Code: beginstate 10; message_dialog("Grevi's history I - We, the Grevi, has excisted as many years as the oldest demonlords. In our lands we have been waiting and waiting for the demonlords to let us leave the lands of our home, to trouble the humans.","");beginstate 11; message_dialog("History on Grevi I - We Grevi are an ancient demonkind, that has excisted as long as the oldest of our Great Leaders.","");beginstate 12; message_dialog("History on Grevi II - We are growing weak, because nobody knows that we excists. We are the strongest of demonkind, but we are not thought of.","");beginstate 13; message_dialog("Grevi's History II - All the time we have asked our leaders, all the time they say no. Yet, they have said our time will come. We hope that time will come soon."Now you know why no one ever knew anything about them.","");beginstate 14; message_dialog("History on Grevi III - The Haakais always look down on us, as if we are weaker than them, and the Imps, Demons and Mung Demons, always laugh at us. But we will show them! One day, we Grevi will rule in our lands! And then we will laugh at them!"So, the demons are very much like humans. At least in humor, and temperament.","");
  15. Well, I think that message_dialog has two parameters, you should leave the second one as "" if you are not going to add a second string. In addition you are forgetting the quotes (") at the end of the last two states. Hope that helps.
  16. Thanks, the cutscene is done now. However, the only problem is that it only works for a party with 4 characters. What is the best way to check which characters are present? Also, is there a way to know which one is the character leading the party because if character 0 is dead then there would be a bug in my script.
  17. Yes, the mistake is that he may have thought that it was 3*3
  18. I think that what he meant was this: 9 - (3 + 3) = 9 - 6 = 3 Negative three minus negative three is negative 6.
  19. Quote: Micael, Close the Editor For the Love of God - 76-80 XD I don't know why, but I knew a rating mentioning Micael was going to appear.
  20. Yeah I realised that what was happening is that when the party entered the town it was placed in a way that the character 0 doesn't need to step on the special encounter. I am having trouble with another part of the cutscene, I want a band of brigands to show up and I have used the following code: Code: text_bubble_on_char(i,""); i = random_party_member();text_bubble_on_char(i,"Huh?"); force_instant_terrain_redraw();pause(15);put_effect_on_char(6,10,1,0);put_effect_on_char(7,10,1,0);put_effect_on_char(8,10,1,0);put_effect_on_char(9,10,1,0);put_effect_on_char(10,10,1,0);force_instant_terrain_redraw();play_sound(61);activate_hidden_group(2);pause(20);set_total_visibility(1);force_view_center(15,14);text_bubble_on_char(i,""); i = random_party_member();text_bubble_on_char(i,"Uh oh"); force_instant_terrain_redraw();pause(15); However, the brigands appear first and then the teleport effect takes place.
  21. I want the party to walk to the cordinate x15 y10, but since they are coming from many directions I just don't know which are going to be their initial coordinates, so what I am trying first is to march the party to coordinate x15 y7 (the special is called from a rectangle of 8*1 so the initial coordinate "y" will always be 7) and then making them walk to the coordinate x15 y10. Nevertheless I am having trouble with the script. Code: beginstate 10;x = char_loc_x(0);While (x != 15) { If (x > 15) { march_party(x - 1,7); force_instant_terrain_redraw(); pause(5); x = x - 1; } If (x < 15) { march_party(x + 1,7); force_instant_terrain_redraw(); pause(5); x = x + 1; } }march_party(15,8);force_instant_terrain_redraw();pause(5);march_party(15,9);force_instant_terrain_redraw();pause(5);march_party(15,10);force_instant_terrain_redraw();pause(5);break; My problems are the following a) I don't know why, but the code is just called when I step into the special encounter for a second time. After the cut scene ends my first character ends up in the place where he was before the cutscene started.
  22. Thanks, I was also wondering you can you force the end of a dialogue. I remember there was an option for that in Blades of Exile, but I can't find it on Blades of Avernum.
  23. I've seen that in Blades of Avernum scenarios there are dialogues where you have to give your opinion about something and that question is just asked once. May someone tell me how is this done or is there a place where I can find a tutorial on dialogue? Thanks
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