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Groovejet

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Posts 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. 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.

  3. 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

  4. 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?

  5. 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.","");   
  6. 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.

  7. 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.
  8. 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.

     

    B) After the cut scene ends my first character ends up in the place where he was before the cutscene started.

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