Yellow Sub
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Quote: Originally written by Prophet_of_Doom: Uh, speaking of spelling, I've never heard of a "panal," GIFTSare2d2, you might want to fix that because it's your scenario and all. I change spelling and grammer once scripting is done. And I am NOT changing the spelling for this particular word. In my world, panel is panal. This kind of thing, 'uniqueifies' the scen. Heck, I might make a small scen for my friend (not the public) where everything is Klingon .
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NPCS joining party, not working for me.
Yellow Sub replied to Yellow Sub's topic in Blades of Avernum Editor
I got it to work. I made my own script that is basicnpc except he will seek the party to talk to them once. And Just call me Kell, please dont grammer check dialouge. I do all that later once the scripting is soild and done. -
Whats a Procedure error and why is my script have it?
Yellow Sub replied to Yellow Sub's topic in Blades of Avernum Editor
Thank you for your input. Ill try eliminating the damage_nearby thingy. Ill post the results in a minute. EDIT! UPDATE I fixed it up without blocking the party just yet to see if the base thing will work(ill block the party from outdoor usage once this is worked out) Bad expression in line 98. I dont see why it would though. Code: beginstate 11;//Potion of Boomprint_str_color("The potion explodes!",2);put_boom_on_char(who_used_custom_item(),0,0);run_animation_sound(5);LINE 98::damage_near_loc(char_loc_x(),char_loc_y(),50,6,1);break; Note that the word LINE 98 is not actually in the code. -
NPCS joining party, not working for me.
Yellow Sub replied to Yellow Sub's topic in Blades of Avernum Editor
Quote: Originally written by jayc: Does it have a unique character script? No, it just follows normal scripts. basicnpc. -
Did you do what I said and shorten the lengths of the texts? The message also appears if you have an error in the dialouge script.
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If it fails to load the script. Make sure you HAVE a town script with txt extension, set the script in town details, and have the dialoge script the same name with dlg after the name and before the extenstion. And make sure their in the same folder
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This the script to join the party Code: begintalknode 30;state = 16;nextstate = -1;question = "I have decieded to have you along with us.";text1 = "_Great! Well, where are we off to, whats next?_";text2 = "_Your already loaded. Bye.";code = if (add_char_to_party(42) == FALSE) { remove_string(1); } else { remove_string(2); set_flag(75,2,1);break; And yes, I did set in the town script to enable_add_chars(1) But all that happens is the NPC walks blindly around not following me party. Whats wrong?
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text1 = "_Yes, Grevi. They are a new vicious sort of demons, looking almost like us, except for the wings from the back of them. They are a mix between Imps and humans, and they are using Dervish armor. They are fast, agile, and smarter and almost as deadly as a Haakai. I think you will have much work ahead of you, if you are to find and kill all of the Grevis that's hiding under the earth._"; That is too long. The max is 250 chars. I THINK its too long. text1 = "_Yes. I have achieved that title, because of my success where my teacher in the Tower of Magi, Linda, failed. She tried to summon and control the demonlord Grah-Hoth, Avernum's great enemy, and she wanted to use him against the Empire which, at the time being, was weakened by the plagues the Vahnatai created, but she didn't have enough strength to hold him of, so he built a portal of her soul. Luckily, the group that was sent to the surface, destroyed the portal in time. I have, I'm quite proud to say, managed to hold in this Haakai for several weeks now, and I have learned a lot from him. I am, also, a sage with great experience. Whether in the fields of alchemy or identification, I can be of great assistance to you THATS WAAAAYYYy to long. Break up 250 char max texts into text1 and text2. begintalknode 16; state = 21; personality = 2; nextstate = 22; condition = 1; question = "Are you a wizard?"; text1 = "_Yes. I have achieved that title, because of my success where my teacher in the Tower of Magi, Linda, failed. She tried to summon and control the demonlord Grah-Hoth._"; text2 = "This was Avernum's great enemy, and she wanted to use him against the Empire which, at the time being, was weakened by the plagues the Vahnatai created, but she didn't have enough strength to hold him of, so he built a portal of her soul. Luckily, the group that was sent to the surface, destroyed the portal in time._"; text3 = "I have, I'm quite proud to say, managed to hold in this Haakai for several weeks now, and I have learned a lot from him. I am, also, a sage with great experience. Whether in the fields of alchemy or identification, I can be of great assistance to you._"; Try that. As of that, and the fact the town script could be wrong, thats all I can think of.
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Its going to take a long time to analyze your script, but ill do it. But before I do, If your Town script fails to load, then your dialouge will not load either. Now time to check...
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Well, no semi colons after if statements, append txt at the end of the DOCUMENTS name so it loads, use BBEdit for line number counting, Use the end(); to stop scripts easily, like using Code: if (choice == 1) {// choice 1 (or 0 in the term) is leave. message_dialog("blah,",""); end(); }flip_terrain(?,?);break;is less time consuming thenif (choice == 1) {// choice 1 (or 0 in the term) is leave. message_dialog("blah,",""); end(); }if (choice == 2) { your codes here. It also makes it cleaner cause it does not have to use all the brackets. Like look at an exerpt from one of my scripts. Code: beginstate 16;check_text_response_match("imdone");text = got_text_match();if (text == 0) { set_state_continue(19); end(); }if (get_terrain(6,41) == 268) { message_dialog("The panal glows. _The portal of command imdone is now closed_",""); set_terrain(6,41,0); end(); }message_dialog("The panal glows._Ok. Portal Open. Please go to the top of the huge stairway near the south entrance","");set_terrain(6,41,268);break; What happens is it first checks to see if the text is wrong then contines if it is to the next state (for me at least) to see if the code is right for something else. Then it checks to see if the portal is open, and closes it. If it is not open and the correct sequence is put in, the portal opens. The order you put the codes in is hard to explain, just try using set_state_continue with end(); To explain it, do all the stuff that would end the script first with ifs and brackets, then do stuff that should happen that dont end the scripts. Good Luck
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Ideas for security mechanisms.
Yellow Sub replied to Captain Uglyhead's topic in Blades of Avernum Editor
Quote: Originally written by Isaac: Quote: Originally written by GIFTSare2nice: Good punishment for players using that end combat to pass special encounters.... Use blocked spaces, they're foolproof. Unless of course you are intentionally trying to catch people trying to use that cheat. I AM intentionally trying to catch people using that cheat. That would be funny when the player passes the rune, gets the message that they cheated and will now die, and listen to them say "oh clap." -
Just copy the script using the copy to clipboard thingy and paste it in the post you make in this topic using the "Code" UBB code. Like this.. [ CO DE ] Your script here...[ /CO D E ] without the spaces.
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Feel guilty?
Yellow Sub replied to The Mysterious Mr. Lee's topic in Avernum Trilogy (2000-2002 original versions)
I feel no remorse blowing up innocent bystanders on this game. Now if it was real life I wouldnt do it in the first place. But this is a game. So I blow everything up. -
Can you post the script? That happens to me alot too, and I sometimes can't fix it. It ussauly happens when there is an error in the script. But if there is no error, I dont know what to say. Remember Mem Cell 3 as the node first, Append dlg at the end of the town script, which would be defiend in the Town Details menu, Have the extension .txt at the end of the DOCUMENT'S name, but not at the end of the Town Details which script's name. Check for errors in the script.
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GIFTS?
Yellow Sub replied to HeiltotheThief_dup1's topic in Avernum Trilogy (2000-2002 original versions)
You talking about me boy? cause if your talkin bout me.... -
Ideas for security mechanisms.
Yellow Sub replied to Captain Uglyhead's topic in Blades of Avernum Editor
A good idea would be a rune that blocks the party, but the party can never get through because it is not relavent to the game. AND if they decide to cheat and use end combat to bypass that rune, you have a trap which teleports the party all over a big room while dragons pummel them, then show a message_dialog saying that "the only way you can get in here is to cheat, so, you cheaters will be punished!". Then put other traps that keep blasting them... Good punishment for players using that end combat to pass special encounters.... -
The link in your sig is not working for me. It loads a new window called untitled and it doesn't load anything after that.
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You MUST have the extension txt after the name of the script. I changed the extensions and everything loads fine now Just a help for people who still have trouble loading stuff.
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Some trouble with my terrain script.
Yellow Sub replied to Yellow Sub's topic in Blades of Avernum Editor
I got it! I need to configure something that gets the tick difference between once the trap fires to how many spaces the party moves before firing again! But, how?? get_tick_difference(get_something,get_somethingelse. Maybe now you people can really help me, im going to need it. -
Ideas for security mechanisms.
Yellow Sub replied to Captain Uglyhead's topic in Blades of Avernum Editor
Edit: Accidental double post.