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Aran

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Posts posted by Aran

  1. Quote:
    Originally written by Imban:
    This won't work too well. There's SOME check that's performed on VoDT to check whether or not it's been modified. If / once you change it too much, I think you might find yourself caught out.
    Actually, the check is done on the outdoor sections. I used to try out stuff in the unregistered version (and occasionally look at towns in other scenarios if they weren't passworded) by importing it to VoDT. It works. It's really exceptionally tedious however, it offers not even a quarter of the fun, and it's definitely more work than it's worth compared to the price.
  2. Quote:
    Originally written by Papa Donatus II:
    Practically none of my scenarios feature mystery, tests or puzzles. A scant number feature actual adventuring, and most of my combat is totally unbalanced- reasonable within the vacuum of itself, but otherwise game-breaking.
    To some of your points, I would shyly nod my head in agreement, if I was sure you were serious.
  3. Quote:
    Originally written by Toasty Warm:
    I am interested in your strategies of using a singleton versus spellcasters. How do you build up spell resistance, fight multiple spell casters at once. I find it is fairly easy to handle melee combat as a singleton. I am running up against problems versus spell casters.
    I commonly use a singleton spellcaster... :p

    Well, scratch that, not entirely true. I use a pair of characters, both spellcasters (one priest, one mage).
  4. Well, with the character editor you can change the day. So with that, I could do it in 0 days. laugh

     

    It's pretty much impossible to do it significantly under 20-25 days without the benefit of a walkthrough or previous experience. Finding out what to do next takes a lot of the time.

     

    This is not taking into account that someone could play by backing up the save file, exploring, then reloading and going again by the shortest way. I would count that as "previous experience".

  5. Okay, I suppose I'll just do it like that, and make it a little more obvious that the party should just step forward to see.

     

    (Incidentally, I went through that cutscene scene in Bahssikava just moments ago. laugh )

     

    Edit: Oh, and yes, in this instance, doing it like in Bahssikava does look stupid. It breaks the line of dialog, and I might be better off doing it like the Trahison cutscenes in Canopy. Perhaps I could end talk mode immediately before the node in question, and use a dialog box for that last bit...

  6. I'm a bare beginner at scripting, and there are a a few things that have driven me to utter despair. One of them is this.

     

    Here's what I'm trying to do:

     

    The party enters a town via teleport. With the first step they take, they get a message played (message_encounter()), telling them that a figure is visible in the distance. When they approach the person, another state automatically enters talk mode. So far, so good.

     

    But now, I want one response in the conversation (several, actually) to end talk mode, display a cutscene, and then re-enter talk mode.

     

    I've tried to do this with the following code:

     

    Code:
    begintalknode 17;state = 9;nextstate = 10;question = "...";text1 = "...";action = END_TALK;code =   set_state(16); //The cutscene statebreak;
    Unfortunately, this executes the cutscene before leaving talk mode (I can tell by the way the computer pauses for a few seconds before leaving the talk window. Ouch.

     

    Next, I try this:

     

    Code:
    begintalknode 17;state = 9;nextstate = 10;question = "...";text1 = "...";action = END_TALK;code =   end();  set_state(16); //The cutscene statebreak;
    Which, of course, leaves talk mode and does nothing else. The code beyond the end() is not read.

     

    Currently, I've tried a workaround that simply leaves talkmode, and then, when the player walks a step in any direction, starts the cutscene. But it looks very stupid.

     

    The conversation is far too long to use only dialog windows for it (TM has done that in Canopy with conversation between cutscenes, I believe).

     

    Is there any other way?

  7. Well, first of all, I recommend you post it to the Louvre database , which stores pretty much all BoA graphics. The submission form is here .

     

    Edit: I just realized that that won't work if you're on IE, since it will start up Outlook which you said doesn't work. Ouch.

    Then again, you could mail it to arancaytar.ilyaran at gmail.com, and I can pass them on to Brett. smile

  8. Quote:
    Originally written by Le Martyre de la Terreur:
    Having Made My first town, I open it up in BoA (The Game) and hear endlessly the sound that you hear when you miss an enemy.
    FapFapFapFapFapFapFapFap
    How Do I Fix It? Is It Fixable? Turning off BoA has not helped and my right hand is nowhere to be seen.
    TM, you make me reconsider surfing here at work. You do know I'm killing myself here trying not to laugh out loud?
  9. Quote:
    Originally written by Thuryl:
    Coordinate input would work pretty well, I think. Basically you'd need two consecutive Numeric Input domains in your script (one for x-loc, one for y-loc). Two problems would be party placement (which is a problem with any sort of teleportation) and the fact that the player would need a fair idea of their starting coordinates (it'd probably be a good idea to actually tell them the lead character's current location before the first Numeric Input.)
    Perhaps the coordinate input could be relative to the current characters position, and put them on the town border if it's out of range...

    Also, Kel: Mind putting in a pagebreak in the longer lines of the code? My browser renders this awfully...
  10. Quote:
    Originally written by Dolphin:
    Maybe they would have done better had they remained a group.

    While on the topic of their equipment, how long did everyone carry the Xian Scull around? That thing spoke up at some really bad times.
    That thing could well have been their doom...

    *cue 4 adventurers silently sneaking through a dark tunnel*

    Elsner: (whispering) Don't make a noise, or the Ogres will hear us and we're dead.

    Xian Skull (loudly yelling): HEY FOLKS, I'M A TALKING SKULL, AIN'T THAT GREAT?!

    ...
  11. Quote:
    Originally written by Sacred ASCII Text:
    Vahnavoi are undead vahnatai who don't have any magical abilities. The undead spellcasters are hraithe, or maybe hraithes. I can't recall the proper pluralization.

    —Alorael, who would call them liches if they weren't much more common and much less powerful than ordinary liches. They're closer to souped-up spirits, except they're more fleshy.
    Afaik, all Vahnatai words are simultaneously singular, plural and adjective. At least that's what they look like with those vowel endings.
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