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wz. As

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Everything posted by wz. As

  1. Hmm... maybe you could try playing around with the species? (listed on page 58 of the appendices) Maybe some will give you different remains. "Other," perhaps?
  2. Quote: Originally posted by spyderbytes: more work to track who was dead/alive That wouldn't be a problem: just give each NPC with the basicnpc script the same flags in both the towns. I just realized, however, that if the player drops or gets any items in the original town, that wouldn't be reflected in the changed one. Oh well.
  3. Would variable town entry work? The problem would be map resetting, but that's not too big a deal.
  4. Can you call a scenario state that places little animations on the character every turn that the custom status is in effect? Meaning, can you access town animations through a scenario state? If you set it to not have any sound play, it might work. If the status needs to be in effect for a long period of time, this might not be such a good idea.
  5. I would like to see an article on how to create atmosphere. And which article did I like the best? Bob.
  6. Looking at these ideas, I came up with a method for making a simple means of transportation: Code: begintownscript;variables;short cur_x,cur_y,old_x,old_y;short on_board = FALSE;body;beginstate INIT_STATE;break;beginstate EXIT_STATE;break;beginstate START_STATE;cur_x = char_loc_x(0);cur_y = char_loc_y(0);if ((get_terrain(cur_x,cur_y) != 0) && (on_board == TRUE)) { on_board = FALSE; set_state_continue(10); }if (on_board == TRUE) { if ((old_x != cur_x) || (old_y != cur_y)) { set_terrain(cur_x,cur_y,421); } set_terrain(old_x,old_y,0); else on_board = FALSE; set_state_continue(10);}if (get_terrain(cur_x,cur_y) == 421) { on_board = true; set_state_continue(10); }break;beginstate 10;old_x = cur_x;old_y = cur_y;break; I made 421 a custom terrain, with just the basic info: a name and its own icon. What the script does is wait for you to step on a square which you have given that terrain, and then redraws that terrain under you as you walk around. If you wait, it takes you off. The script is very basic. It doesn't have the town remember where you leave the terrain, for example (doable with stuff done flags), and you probably won't be able to walk near some walls. Also, weird stuff happens if you enter a boat or get on a horse, and I think it only really works with a singleton.
  7. Well sure, but if the purpose is merely to make an efficient "not" command, "if" would be the obvious choice when compared to a loop.
  8. Not when you want the exponent to be a variable. If exponents were allowed, a simple "not" command would be x = 3 ^ -(x ^ 2) assuming nonintegral numbers are rounded to the nearest integer.
  9. Maybe I'm just stupid, but how is that a typo?
  10. No exponents allowed, or even min() and max(). If max() was allowed, then max(0,1-x*x) would work. Too bad there is no such command.
  11. Before you start working on this program, make sure it is actually necessary. For the mac, the custom sounds go in the same file as the graphics: the resource file. We obviously don't know the Windows format yet, but we can extrapolate from what we know of the graphics format from the BoA Editor Docs. The graphics have the format G[number].bmp, so I assume the sounds will be S[number].dat, or some other extension. Therefore it might be possible to include your own sounds in the scenario folder, using a number scheme similar to the mac numbers described above by Kennedy.
  12. Quote: Walker White: It would be nice, however, to have !x available for making x = 1 if 0 and 0 if anything else. Right now that requires an if-branch. Or you could do: x = 1 - x
  13. Maybe the error is from a missing parenthesis? There should be a ")" before the "<=2".
  14. Quote: I'll assume you have Windows or haven't looked at the about window. BASE is written in REALbasic. Or haven't downloaded it. I use REALbasic as well. I'm planning to write a dialogue script editor, in fact, but it might be too ambitious for me.
  15. Quote: this isn't written in VB, C++, Java or Python. What is it written in?
  16. The problem with your suggestions is that if the party were to stay in the dungeon for a long period of time, the lighting wouldn't be dynamically updated as per the day/night cycle. Oh well, maybe I'll just have an in-between lighting at the entrance, and have it dark inside.
  17. How does the game determine whether certain squares are lit by the day/night cycle? I'd like to make an indoor cave that is lit at the entrance if it is daytime, but not if it's at night.
  18. I think you may need parentheses around each condition, but I'm not sure: ((char_on_spot(19,36) == 0) || (char_on_spot(19,36) == 1) || (char_on_spot(19,36) == 2) || (char_on_spot(19,36) == 3))
  19. Um... seeing as how the Avernum engine's viewpoint is isometric looking down... how would you possibly incorporate a stormy sky?
  20. In Mac OS 9: 1) Hit Esc. to pause. (Only when in a game; if you hit Esc. at the main menu, the game will quit) 2) Go to the application menu, (upper right hand corner) and select "Hide Geneforge 2" You're done. In Mac OS X, I'm not sure how to do it.
  21. Speaking of BoA betatesting, has Jeff already replied to all the testers he has considered, or is there still hope?
  22. Because you're such an oldbie yourself, right? You've been here all of 6 months...
  23. Use the "exitzone" cheat. (Type shift-D to enter a cheat, then type exitzone)
  24. stupid double posts
  25. Well, we can't both have been 2475, but since I don't remember my number and xxo does, it's probably him.
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