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Yellow Sub

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Everything posted by Yellow Sub

  1. For some reason, the words, "The conversation ends" appear even though dialouge has just started! This is really odd. This is the first node of the conversation of the person which automaticaly ends converstation, even though no action END_TALK is used. Code: begintalknode 19;//Lone Personstate = -1;nextstate = 10;question = "Tracy";code = clear_strings(); if (get_flag(75,0) > 0) { add_string(2); end(); } else { add_string(1); end(); }break;text1 = "Someone is sitting here, alone, playing chess with himself.";text2 = "Tracy looks at you happily, smileing.";
  2. Quote: Originally written by Alkoi Avernumista...: When reading this topic, I just realised this: If you cant see what do I mean, look at the name:giftsare2DUMB!?!?!? I thought it was:giftsare2happy.[/quote It is GIFTSare2 then something else. Trust me, the GIFTS may be cute, happy, and cuddly, but they're DUMB!
  3. EDIT: Not being able to change item/creature attributes looks like a bug. However, I can't seem to reproduce any problems with secret walls. Can you give me more details? (or find out what you're doing wrong, so I don't have to fix it ) --Issac Sorry about secret walls. I forgot you said that terrain scripts and other small squares dont appear to indicate something on terrain in 3D mode. I meant that I couldn't see the SD in the secret walls on 3D mode. I forgot to edit that part out when I made EDIT 2 quote: The icons are kinda small in the window where you choose terrain or floors. I suggest lessening the amount of terrain and floors on the scrolling thing so you can increase their size. EDIT 2: So... you want to have to scroll a lot? Then again it wouldn't be so bad, it gives me a bit of visual overload trying to find the terrain I want among all those (tiny) images. I'll try making it at least not distorted (currently they're squished vertically), and then see how it looks. So... you want to have to scroll a lot? As opposed to tiny icons, yes I have not noticed any vertical squish in the icons.
  4. Quote: Originally written by 20eyes: A question for Isaac or one of you other lucky Mac users: Can you switch back and forth between 2D/3D while running the editor, or is the 3D editor a separate app entirely? Hasn't anyone ported this yet?! What's the hold up? First, dont complain. Us mac users wait all the time for games because they come for PC first. Im STILL waiting for Age of Mythology: Titans for mac Be patient. Second, yes, you can switch between 2d, 3d in the editor.
  5. Quote: Originally written by Fighting Man of the 303: Barcodes don't help. Even if it identifies GIFTS by number, you'll still have to find the right number because you'll be told to get the quest from Spider. But only after you've talked to Spider! —Alorael, who can't imagine that the GIFTS would call each other by number. Even if they did, they'd probably get them wrong. Besides, do they ever stand still long enough for a barcode reader to identify them? That gives me an idea. A World of people that are bar coded so the empire can call them up easier! As for gifts, maybe color coded ribbons on their necks. "Cheif Spider wears big white ribbon, cutie!" -A ribboned spider.
  6. EDIT: OOps! I misunderstood. There is NO way to put underscores in text without them turning into quotations. (Deleted)
  7. *Sees 3d editor* I LOVE YOU MAN! Now I can spend time to test on my scripts, not how everything graphical looks! Your beautiful man! Jeff Vogal should offer you money! EDIT: As for beta testing, I am having trouble with secret walls locations in the 3D mode. But still, very great work! Begone are the sweets of me having to make editor graphics specificaly for the editor for my custom terrains and objs... The icons are kinda small in the window where you choose terrain or floors. I suggest lessening the amount of terrain and floors on the scrolling thing so you can increase their size. Like I keep saying over and over again, great job! EDIT 2: 3D Editing does not allow Setting Item atributes(charges and drawing shifts and the like) nor does it allow changing of creature atributes during 3D Mode. And as of the 2d wandering monster and script terrain icons, just use the icons from the 2d editor in the 3d mode. put them on the side of the terrain. So the scroll, B, Red Circle, Spawn locations, all those icons appear in a 3d way on terrain. Change the perspective of the icon(ex:Scroll for terrain script) so it looks like it is slanted.
  8. You think your scripts end up that way, Archimage Micael, but look at some of mine. One is where a wand would transform a foe into another one. It ended up killing the party member that was first in line you will get the hang of it, eventually.
  9. Uh, I, will, stick to my BiBEdit... Although color coding would be good, slashs // with text after, IMO, is a little gooder.
  10. You are missing INIT_STATE. Also, the text1 is shown AFTER the shopping is OVER with, so it makes more sense for it to say you finish shopping. Other then that, I will copy and paste your script into my testing scenerio and hammer out whats wrong. Be right back. EDIT! Oh! You should NOT have break; at the end of dialouge scripts! EDIT 2:Sorry, my eyes are bad and cant read the small code print until I paste it to something larger Well, Why do you start with node 6? You have a new set of nodes and states for each town. EDIT 3:I know people have their own ways of doing things, but I suggest a series of nodes together that are for one charecter.Like nodes 1-10 could be for one and 11-20 could be for another. EDIT 4: You forgot your break after beginshopmode. Also, have the code after the code line, like code = Your code here; break; EDIT 5: This is how the script looks with all the changes. It will now work. Code: begintalkscript;begintalknode 1;state = -1;nextstate = 1;question = "Priest Spell Teacher";text1 = "_Hello, my child. I am here to teach you certain holy rituals, if you wish to learn them._"; begintalknode 2;state = -1;nextstate = 2;question = "Mage Spell Teacher";text1 = "_Greetings. I am here to teach you certain powerful magics, if you wish._"; begintalknode 3;state = -1;nextstate = 3;question = "Alchemy Teacher";text1 = "_Hello there, youngsters. I can teach alchemy recipes._"; begintalknode 4;state = -1;nextstate = 4;question = "Skills Teacher";text1 = "_Here you can learn special combat skills to help in your journey._";begintalknode 5;state = -1;nextstate = 5;question = "Armor Vendor";text1 = "_I am an armorsmith. Would you like to browse my wares?_"; begintalknode 6;state = -1;nextstate = 6;question = "Weapons Vendor";text1 = "_I make weapons. Have a look at my inventory?_"; begintalknode 7;state = -1;nextstate = 7;question = "Item Vendor";text1 = "_I sell anything that isn't weapons or armor. Have a look?_"; //If you want to change the price adjustment, change the next to last number. The//same applies to all the shops.begintalknode 8;state = 1;nextstate = -1;question = "Learn Priest Spells";code = begin_shop_mode("Priest Spells","", 125,1,1); break;text1 = "_Very well. Here are the spells I can teach you._";begintalknode 9;state = 2;nextstate = -1;question = "Learn Mage Spells";code = begin_shop_mode("Mage Spells","", 126,1,1); break;text1 = "_Of course. Here are the spells I can teach you._"; begintalknode 10;state = 3;nextstate = -1;question = "Learn Alchemy Recipes";code = begin_shop_mode("Alchemy Recipes","", 124,1,1); break;text1 = "_What would you like to learn?_"; begintalknode 11;state = 4;nextstate = -1;question = "Learn Skills";code = begin_shop_mode("Special Skills","", 123,1,1); break;text1 = "_These are the skills you can learn."; begintalknode 12;state = 5;nextstate = -1;question = "Purchase Armor";code = begin_shop_mode("Armor","",128,1,1); break;text1 = "_Here are the most recent works I've finished._"; begintalknode 13;state = 6;nextstate = -1;question = "Purchase Weapons";code = begin_shop_mode("Weapons","",129,1,1); break;text1 = "_Here's what I got for ya._"; begintalknode 14;state = 7;nextstate = -1;question = "Purchase Items";code = begin_shop_mode("Items",127,1,1); break;text1 = "_What would you like?_"; The problems: You had break after the entire script but forgot your breaks in the code = places.Boy Im feeling very nice today.
  11. Quote: Originally written by vahnatai_hell_fyre: sorry. that was a miss typo.anyhows i ment how do you differentiate betwen two GIFTs? i find it damn tough. and ya their colour is OK.bt not 2 hoot. Ok. I understand. Maybe the GIFTS should have bar codes. Then when you get the scanner, you can tell who they are. Hey. Thats a good idea.... nah...
  12. This scripting is really new to me, but I still got it down packed(almost) in 1 month, making test scenerios for my friends to build my scripting ability. NOW im making my real scenerio. EV Nova was the only other thing I used to use computer language on. Other then that and BoA(and the fact I had a computer since I was 3 ) really helps. But dont fret. No matter what, as long as you practice, youll get better. Make a few test scenerios for your friends, build your ability, then make your real scenerio. It just takes practice.
  13. I never did do much of A3, but I think he is in a secret passage in the, south,east corner. I THINK. I do know for a fact it is a secret passage in the tower.
  14. Just for a thought, who voted that they hate the GIFTS? You dont have to show who you are if you dont want to, but I am curious. And here is a question that was not on the poll because I just thought it up. What do you think of the color? Does it suit the GIFTS?
  15. Quote: Originally written by Archmagi Micael: Thanks for checking it out. Did you make a new potion for it or not? because I haven't seen any Quickfire Potion in the Editor. - Magic RULES! Yes, your right about making it up, its a simple script, and very dangoures too. It makes quickfire where the drinker is. It's a custom item from a scenerio im working on. EDIT: Whats with the sad face for your last post. I thought it was quite funny... EDIT 2: Quote: Originally written by vahnatai_hell_fyre: let me get this straight. you guys are all crazy 4about GIFTS.ok. i find them mildly annoying. how the hell am i supposed to differentiate between the? at times that gets annoying . how the hell am i supposed to differentiate between the? at times There is a very easy way to tell a GIFTS appart from a question mark. You see, one as a swirl and a dot, and the other has 6-8 legs and runs around saying 'your cute' Im just joking with you man Really, I dont understand what you mean.
  16. Okay, I set a variable to be the ran, so its something like get_ran blah blah = variable if variable equals this print string 1 if variable equals this blah, well I fixed it, thanks spiderbytes.
  17. Quote: Originally written by Archmagi Micael: I wouldn't not want them in every scenario, but I wouldn't want them particularly much either. I lkie them - but I sometimes just want to blast them all to smithereens because they're so cheery. Honestly, it could be Armageddeon and they would still be cheery!!! - Magic is the TRUE Power I made a small little, 'adjustment' to the custom items in VoDT(then changed it back again after I was done) where the player could pick up a potion of quickfire in the GIFT cave. I used the quickfire, there was QUICKFIRE flying through their TUNNELS, KILLING THEM! I talked to ONE! and he said 'Hi! Your cute!' in a CHEERY voice. So yes Mr.Archmagi Micael, they WOULD be cheery in Armageddeon!
  18. I printed the doc, then I spilled coffee on it, and got real angry.... I WASTED ALL MY BLOODY PAPER! I use the Expose thingy on my Mac to allow me to switch applications to the doc when I need it. I cant beleieveed I wasted all that pepper.
  19. Use the [C OD E] script here [ /C OD E] WITHOUT the spaces to post the script.
  20. ...the problem didnt come until I added this part to the END of the dialoulge! Code: begintalknode 31;//All resaeehecersstate = 17;nextstate = -1;question = "Teddy";text1 = "This scientist looks at you._Go away!_";text2 = "This scientist looks at you._Leave!_";text3 = "This scientist looks at you._Just Be Gone!_";text4 = "This scientist looks at you._They dont live here their next DOOR!_";text5 = "This scientist looks at you._Go away, or suffer!_";text6 = "This scientist looks at you._GO AWAY!_";code = clear_strings(); if (get_ran(1,1,6) == 1) { add_string(1); } else if (get_ran(1,1,6) == 2) { add_string(2); } else if (get_ran(1,1,6) == 3) { add_string(3); } else if (get_ran(1,1,6) == 4) { add_string(4); } else if (get_ran(1,1,6) == 5) { add_string(5); } else if (get_ran(1,1,6) == 6) { add_string(6); } else { print_str_color("The game screwed up and",2); print_str_color("returned a wrong number.",2); }break;action = END_TALK; Line 1 was not incorrectly ended until I put in this code. I need help.
  21. What are the results? I have no comment, so I dont want to vote. EDIT: Plus I had no idea Erika died from them (has no Avernum 3)
  22. Quote: Originally written by spyderbytes: char_loc_x() and char_loc_y() both need an argument to know which char's location you're trying to get. whats an argument? you mean char_loc_x(0) char_loc_y(0)? That may put the boom on the wrong charecter!
  23. Quote: Originally written by Imban: People actually use one-handed polearms? o_O Yes. A ruler is sometimes a one handed polearm, you dont go holding it and pointing at someone with two hands, do you? I think lances are one handed pole weapons. They are used on horseback in medievil times, and were long, one handed spears.(they needed to be one handed or the person would fall off the horse.) So, there ARE one handed polearms. I think
  24. Auto_Hills is clap, and should never be used for towns.(outdoors is okay for small hills and pits). Instead, learn how to make them yourself. The lighter end is the higher end. Making hills is not that difficult.
  25. There are no stupid questions. All questions have wisdom in them. Dont be fearful of asking them.
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