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nikki.

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Everything posted by nikki.

  1. Jeez, you lot read dictionaries? Anyway, by setting pants to have a item_class of, say 3, you can script to check whether or not they have them equiped. You'lll have to check each person independantly though...
  2. This is almost definately doomed to fail. I can't even be bothered to make 10 outdoor sections, never mind 50. And we need scenarios people - not shells! Make scenarios!!!
  3. Hey Smirf guy thing. Terribly sorry for the lateness guys, but I've been a tad busy. What what. I can't tell from the text, but maybe you wanted to make a new spell for a party? You can't technically do it, but I have found a loop hole. Say you want to give the party the ability to make quickfire like in Exile. What you could do is make a special ability that places quickfire on a target specified by the group. Obviously they wouldn't be able to carry the spell through scenarios, but you could have a go. Otherwise, their is no way. If you meant for baddies etc, just ignore this. And welcome once again!
  4. My scenario has the very lame title of "The Demon Stone". Quite obvioulsy it's about a stone that can summon demons. But more on that in a second. It's maybe 20 percent finished at the moment, but since I started at college last week I had the urge to play Exile 3 again, and so it sits all alone on drive D:. I've got almost all of the terrain sorted, and a lot of scripting is done, but I got bogged down with dialogue - there's so much! It's not gonna be big - it's my first proper attempt, maybe 10 towns, but I'm hoping the story will blow you away. Speaking of which, if you've seen the Matrix films you'll have an idea of the kind of thing going on here. Obviously I don't wanna spoil anything (at least not till later), but a few clues are that you are a group of adventurers prophesised about long ago, and you alone can save an island from a terrible fate. Yawn. But wait....! The best bit is watching your characters, i.e. you, struggling to come to terms with your destiny. It's all very strange, and it took my and my mate the better part of a month to iron out the plot. But enough! I must save Valorim! Back to the clunky, if strategically brilliant, world of Exile 3!
  5. It's much easier and quicker to type in ... action = set_sdf 0 2 1; then... code = set_flag(0,2,1); break; And healers? It's much easier to add it into the code part of a script. And, healers can now give discounts to regular customers!
  6. As long as your town script has it's START_STATE, EXIT_STATE and INIT_STATE and anything else needed, it shouldn't matter. I presume that that town script has no errors? And, make sure you haven't left a mistake in the dialogue script - check by entering town in your scenario and looking for an error in the text area. If that's ok, check to make sure that you've used the correct method of assigning dialogue. In the creature editing dialog box, you should put the talknode in box three, as explained by Drakefyre. You might have used the state number instead - I did first time! Finally, make sure that you have placed the dialgue (and town) script in the folder containing the actual scenario file. If you have made an error in either script, you'll have to pick over it looking for mistakes. A common one is using "beginstate 4" instead of "begintalknode 4" in a dialogue script. Failing that I'm stumped without more info...
  7. AFAIK, there is only one way to pass a personality to the game, and that is in the Creature dialog box whilst editing towns. The "personality" string in dialogue scripts is just there to let us keep track of who the node is for. In fact, it's usless, if you do all the dialogu or one character at a time.
  8. Curses are a good thing. No, really, listen. Imagine a uber-powerful sword, that's cursed. Imagine that it gives an advantage over a boss, or baddie. Now imagine that if you use it, you get cursed. Is it worth using it and saving others, or being stuck until you find a healer (which not all towns have)? That kind of thing makes for a good scenario. It's similar to Drakey's article about good items. Throw in a few other twists, like you can only use it on one character, and once it's used your health starts draining, and it'll really make the player think.
  9. Quote: Originally written by Garrison: The outdoors are very rigid compared to Towns, I'm afraid. What you are proposing seems like a good idea, but there is probably some error in your implementation. You should also realize the problem this would cause with monsters scripts before you get too wrapped up in this. Errr... problems with monster scripts? What do you mean? And I tried the SDF trick, but no luck. Does (set_ticks_forward(-1)) cease all ticks, effectively stopping the timer? The way I implemented the sdf counter was to use (inc_flag(0,1,1)) in the scenario files start_state. Then, I stuck in a if(get_flag(0,1) == 255) { inc_flag(0,2,1); } Finally, I used a (if(get_flag(0,1) == 1) && if(get_flag(0,2) == 250) { set_ticks_forward(5000) (i.e. a day). But no cigar. I'd love to post the script, but it's not on this computer, so I can't. If all else fails though, it looks like I'll have to adapt the plot so the darkness is more like that in LotR: The Return of the King film, in that day exists, it's just slightly darker. It's all I can do.
  10. I have a problem. The plot of my scenario (which is coming on well btw) demands that the game is dark. Basically, the sun has been shrouded so that the baddie can get his minions up onto the surface. Now, in order to achieve this, I used: set_ticks_forward(-1) as is done in Babysitting. This worked, in that it was always evening. However, I soon found a problem. Should the player use a special ability, they would never be able to use it again. This was bad, but workable. I could say that the evil magic blocking the sun stops their skills recharging. Then, though, another problem emerged. My scenario needed the party to have a special item to finish it. Since this item was only obtainable after baddies attacked a fort ON DAY 3, it couldn't be finished. Oops. So, using a timer in the scenario Start_state, I tried to get a variable to count up to 5000, where it would set_ticks_forward(5000) (a day), and reset the timer. At first, the thing skipped a day each turn, and then nothing at all. I've also tried using two SDFs to act as a counter, setting the clock forward after both equalled a certain number. No luck. It's vital that the action takes place in the dark, so any ideas? If not, I'll have to scrap the thing, something I'm not overly keen about.
  11. Damn. Thanks anyway. Edit: Tried erase_char call on PC. And got an error. I don't know if it's my bad scripting, or an error though. Has anyone else tried it?
  12. Of course, if a single PC party was used, I'd give them an NPC like the sister in Babysitting. It's just an idea... An NPC might be good. And... an idea. What call did Jeff use in the Avernum games that allowed character storage, making room for new characters. Look at Fort Avernum, in A1 for an example in a demo. If we knew that, it would be simple to use it in this case, wouldn't it?
  13. I'd like to mimic everything the party does immediatley. I don't want to say why, without giving too much plot away. I've experimented with the idea of using cutscenes, but it just looks wrong.
  14. Mmmm. Thanks guys. I wanted an hostage type of situation, but it's clear it's for too much bother for a person of my skill. However, I may just stick it in anyway, and if betatesters complain, I'll remove it.
  15. Or he "print-screened" and cropped the image to size?
  16. Is there any way to construct a group of 4 characters that move identically, but oppositely, to the party - moving left instead of right. Players of Tomb Raider 1 will understand what I mean. For instance, if the party moves one space NW, the other group will move SE. This would be perfect for my scenario, so please help!
  17. Are there any calls that remove just one character from the party, leaving the others to explore - the opposite to the split party call that leaves just one character?
  18. I believe this rests on those "Stuff done flags". Without knowing what each one does, the only way I can see of reclaiming former glory is to do it all again. And have you petitioned to Jeff? He's usually very helpful. Otherwise, play again, and this time back up to CD/Floppy/Network/Your dog.
  19. No. The idea was to have arrows, fireballs and airships flying through the sky. And then have people look up at them during a cutscene. Can anybody help, as I am rubish at creating new graphics - all of mine use the existing ones in some way.
  20. I know that Avernum graphics are isometric, but I want to make a cutscene in my scenario which has an airship in it.
  21. Thanks for that Drakey! I'd better say! Errm, Avernum style graphics would be better, as it would make interaction with the charcters easier. Also, they could be incorporated into the scenario as a cutscene. But failing that, any stormy clouds would do.
  22. Could someone *skilled* please make me a few graphics of a stormy sky please? I need it for a sceario trailer I hope to make, not the game. And if they already exist could you please point me in the direction? Thanks!
  23. In Av3 I regularly use the "add to notes" feature, as I'm sure many of you do. Usually there is no problems, except one. In every game I play, Conruc, the administrator at the Tower of Magi is quoted as being in the Lower Slime Pit. This doesn't sound so bad, but after going back to him and pressing the "add to notes" button again, all of the locations muck up and the game locks. Any suggestions, or should I just leave it be?
  24. Okay, thanks for the help. But how do you use the end-combat cheat? Is that the one you can use to jump a few spaces forward?
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