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Yellow Sub

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Everything posted by Yellow Sub

  1. Well, I have a Laser Mine terrain script, but, it's a little, off. I still haven't figured out how to make it fire once each time the party moves instead of contuining to pummel them until they die Terrain Scripts with inovative ideas that fit with the dungueon are pretty good for stuff like that. That is once you learn to script them...
  2. More info: The Starter Town loads everything perfectly, it's just the towns I make that fail to load the correct scripts. Where is jeff?
  3. Okay thanks, I managed to fix it.
  4. Now none of my scens load anything! They fail to load door.txt, guard.txt, town scripts, ALL of my scens just dont load anything anymore, and the files are in the correct folder! What is going on?!?
  5. When playing one of my scens, the guards wont attack me when I attack them. BUT! When I charm them using them using the spell Capture Mind, THEN they attack me. Isn't this a little, reversed?
  6. It has no errors in syntax, it, just, does not do what I want it to. First I have ben racking my brain how to get the Boom on EVERY Party member. I know how to get lasers start place, my_loc, but what about getting them to the charecter. But the main problem is when I step near the script, it fires at the party, damaging them, NONSTOP! I want it to fire every time the party moves. And the disarm thingy does not work... Code: beginterrainscript;variables; short i_am_active = 1; short i = 1; short j = 1; int choice;body;beginstate INIT_STATE;set_script_mode(3);if (get_memory_cell(2) > 0) { set_mechanism_difficulty(get_memory_cell(2)); } if (get_memory_cell(7) > 0) { i = 1; i = i + (get_memory_cell(7)); }if (get_memory_cell(7) == 0) { i = 1; }break;beginstate 2;if (dist_to_party() <= 3 && i_am_active == 1) { if (get_memory_cell(0) > 0) { if (get_memory_cell(0) == 1) { damage_nearby(i,3,1,0); put_boom_on_char(0,0,0); run_animation_sound(62); run_animation(); } if (get_memory_cell(0) == 2) { damage_nearby(i,3,4,0); put_boom_on_char(0,0,0); run_animation_sound(62); run_animation(); } if (get_memory_cell(0) == 3) { damage_nearby(i,3,5,0); put_boom_on_char(0,3,0); run_animation_sound(62); run_animation(); } } }if (get_memory_cell(1) > 0) if (get_memory_cell(1) == 1) if (dist_to_party() == 1) { reset_dialog(); add_dialog_str(0,"You have made your way to the laser mine controls and think you might be able to disarm the mine.",0); add_dialog_str(1,"If you wish, you can attempt to disarm the mine (The player with the highest intelligence will do this.)",0); add_dialog_choice(0,"Leave"); add_dialog_choice(1,"Attempt to disarm lasermine."); choice = run_dialog(1); } if (choice == 1) { end(); block_entry(1); } if (choice == 2) if (get_highest_skill(15) < get_mechanism_difficulty() && get_memory_cell(3) == 0 && choice == 2)|| has_special_item(get_memory_cell(3)) == FALSE && choice == 2 { message_dialog("You fail to disarm the mine. Now it is going to be a pain getting away from it now that your so close.",""); block_entry(1); } if (get_highest_skill(15) > get_mechanism_difficulty() && choice == 2) { message_dialog("You disarm the mine!",""); i_am_active = 0;//this turns off the above script that causes damage. set_terrain(my_loc_x(),my_loc_y(),get_memory_cell(5)); } break;
  7. As for the Shop thing... 0 - 499 - item 2000 + x - mage spell x (x is from 0 to 19). how_many is the highest level of the spell that can be bought in the store. 3000 + x - priest spell x (x is from 0 to 19). how_many is the highest level of the spell that can be bought in the store. 4000 + x - alchemy recipe x (x is from 0 to 19). how_many should be 1. 5000 + x - skill x. Each purchase gives the character 1 level of the skill. how_many is the maximum number of levels of the skill that can be bought. EDIT: Deleted something that I figured out.
  8. You mean background music? Id like to put that in a couple of places, like a Cassete Item that doesn't pause the game to play a music, a musical clue.
  9. You could adjust your screen size of your moniter so that there are fewer pixels in legth and width, thus causing the image to be bigger. Full Screen Aplication mode? Nooo...
  10. Quote: Originally written by Kiexcolo: NOTE: It is used when a party ENTERS a portal? There is nothing said of having to leave town so that it works. And frankly I dunno what you mean. Okay, you can make portals do whatever you want. And by putting the correct graphic (portal) and putting a special encounter around the portal asking if they want to enter. Then you code if choice =whatever the enter portal choice is, and have stuff teleport. Thats how you use portals. Of course I made a portal that upon entering, spits you out and opens a gate....
  11. I came up with the line idea first.. Look at topic unknown command you in line 41 and look at one of my posts, under the code...
  12. Quote: Originally written by Kiexcolo: I can't tell whats the problem, but maybe you should use a terrain script instead, check BOA's starting scenerios for a lever script. You just have to input the x,y coords in the memory cells. I did what you said, and it worked. Thanks Kiexcolo.
  13. I fixed the error, I forgot to delete the line numbers in BBEdit But now it caused another problem, no error messages are shown, but it wont call up the correct states when the player steps on the levers. The special encounter calls the correct state but the dialog box does not open. Geez, im always having problems. This is one of the levers, the others I copied-pasted changing only the flip terrain. So this is basicly the same as all the other levers, and none work. No error messages appear, they just are not called. Code: beginstate 20; reset_dialog(); add_dialog_str(0,"You notice a small power lever on the floor. Should you pull it?",0); add_dialog_choice(0,"Leave"); add_dialog_choice(1,"Pull Lever"); if (choice == 1) end(); if (choice == 2) { flip_terrain(39,24); message_dialog("You turn the lever","It appears the lever was a power control. You hear a slight electrical discharge, and the rune symbol on the blue tile sparks. You have turned up the power a little."); i + 1; }
  14. It just says 'Failed to load t0central script.' Everything is spelled right, and thats all it says. Does not elaborate on any errors, like there are any... Code: begintownscript;variables;body;beginstate 0;break;beginstate 1;break;beginstate 2;break;beginstate 10;break; In addition this is causing the dialouge script not to load, I think, because it says "you tried to start dialouge with no dialouge script loaded."
  15. I get the same problem sometimes. Check your towndlg syntax. If it is wrong, it will show in the box thingy when you play the game, the left down one, all errors in the townscripts. AND MAKE SURE that in town details in the town menu, the upper right box that is blank contains the name of your town script without the .txt at the end. as long as the town script of dialouge has dlg right at the end, then it "should" work.
  16. Ever since I started using BBEdit the line counts of everything else have ben correct. And there is nothing else wrong with the script. And for some reason, my dialouge script is not working, even though it shows no errors upon town loading.
  17. thanks for the advice, but I have a text doc longer then that and it works perfectly. With exception of the .txt part, the script call in Town Details and the Name of the Txt doc are the same, and the dialouge thingy has dlg. So thats not the problem. I wished Spidweb was here. Thanks anyway for lending advice. EDIT: Fixed typo.
  18. But line one is begintownscript! Code: begintownscript;variables;int i,j,k,choice;body;beginstate INIT_STATE;break;beginstate EXIT_STATE;break;beginstate START_STATE;break; And to top off, when I talk to someone in my town, it says that you tried to talk with no dialouge script loaded, when my doc exactly says t4surfaceRdlg and t4surfaceR. I dont understand.
  19. Can we see your script of the items?
  20. Sometimes, the terrian you are selecting is so close to the edge you cant center it. Align at least one cordinate, y or x, with the space. Count the spaces and add or subtract the proper number of the unknown cord. But this is rare! Must of the time your cord can be centered. It is four spaces from each side up, down, left, and right to the center square.
  21. Thanks, my script has no errors anymore. EDIT: Now I understand. Thanks man.
  22. I keep geting the stuff that uses either one or two equal signs mixed up. Thanks man. But it still shows errors, which I dont understand Bad Expression in line 44 (Forgive me, only second day at scripting stuff. I dont understand much.) Code: 38 beginstate 12;39 if (i < 4) {40 block_entry(1);41 message_dialog("You try to cross, but the rune repels you. You cant get through here now.","");42 }43 if (i = 4) {44 set_state_continue(13);45 }46 if (i > 4) {47 damage_near_loc(38,23,50,4,1);48 message_dialog("You set the power too high!","The floor begins spreading a sonar heat wave 4 spaces in every direction of the blue tile! Get out of there!");49 block_entry(1);50 }51 break;
  23. Now it says bad term in expression in line 78, which is... Code: 72 beginstate 21;73 reset_dialog();74 add_dialog_str(0,"You notice a small power lever on the floor. Should you pull it?",0);75 add_dialog_choice(0,"Leave");76 add_dialog_choice(1,"Pull Lever");77 if (choice = 1)78 end();79 if (choice = 2) {80 flip_terrain(39,25);81 message_dialog("You turn the lever","It appears the lever was a power control. You hear a slight electrical discharge, and the rune symbol on the blue tile sparks. You have turned up the power a little.");82 i + 1;83 }84 break; I think the reason the line counting was a problem in text_edit was because the wider the window, the more or less lines are needed to fit text, changes the line numbers. BBEdit does not do that.
  24. Thanks. Im downloading BBEdit Lite right now. Ill report if I still have problems.
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