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Kelandon

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Everything posted by Kelandon

  1. So here's a weird bug. I have a trainer in the scenario who sells skills in an ordinary shop. The skills are added correctly and shop up in the shop, but they don't have prices. I set the price level to 2, so they shouldn't be free, but for some reason they are. The node is below. I've tried changing the price level, which shows up in the "Prices here are Pretty Average" (or whatever) description but doesn't change the fact that the skills are free. I've tried changing the nextstate, but that doesn't seem to work; no matter what, the next state appears to be the state that the char
  2. Rezilla still works as of Mac OS 10.14, at least enough that I can listen to sounds saved in a resource fork (which is the only thing I use it for).
  3. Since Niemand is gone and his utilities were so useful, I'll host them on my utilities page: https://kppp.webs.com/utilities.html
  4. On Mac, the graphics are saved as a cmg file, while on Windows each one is saved as a separate bmp file. So for people on Windows to play the scenario, you have to port the graphics.
  5. Chapter 1 is done. I've tested every side quest, played through every combat (many times), talked through every dialogue, activated every special, and done everything there is to do. Chapter 1, like the Prologue, is 100% done and tested. The quest count at the end appears to be screwed up, but I'm going to fix that when I pick up again testing Chapter 2.
  6. So yeah, you need to use change_outdoor_location(). Since you're doing this from different towns, you can just put it in each town's INIT_STATE (or anywhere else, but the INIT_STATE is probably easiest).
  7. I'm still a little unclear on what you're trying to do, but it sounds like you may need to use change_outdoor_location(). It's likely easy to make the teleportation effect work, too, if you want, but I'm very unsure about what you were trying to do and why it didn't work.
  8. What happened? I might be able to help if you give more details. Did you get an error message or something? Incidentally, you said that you created a disk image with the APFS format, but, per the above posts, APFS is the problem. It needs to be in the older format.
  9. Yeah, I've stayed on 10.14 specifically to finish Homeland.
  10. If you've made a dmg file, open it and that should mount it as if it were another hard disk. Then you can put your scenario's bas file (and the rest of the scripts, if need be) in there, and the editor should be able to edit and save the bas file.
  11. At the beginning of the script, you need to declare variables. Right after your begintownscript, there should be: variables; short choice;
  12. I really hope so. I think that creating the main plot sequence (which I've already done) and filling in absolutely everything in Chapters 1 and 2 will clarify quite a lot for Chapters 3 and 4. There are some special areas — such as the end of Chapter 2 in the capital, and basically all of Chapter 5 — that don't work the same way, but most of Chapter 3 is really the same type of thing as Chapters 1 and 2. So the same notes, the same design process, etc., will work there.
  13. To give you some idea why this all takes forever, my plan for the rest of today was exactly what I said: fix the special spells/abilities, and keep alpha testing. But as I was fixing the special spells/abilities, I realized that some of my early choices about when you learn the special spells/abilities were irrational. They were rewards for very minor quests when there were much more major quests with altogether too modest rewards. So I sat down to document all the side quest rewards and all the places where you learn special spells/abilities (plus all the magic items that are found/earned).
  14. I'm going through my third alpha test of Chapter 1, and it's generally in a good place, but it's making me realize that I really need to sit down and restructure the special skills/abilities that I designed way back at the beginning of the scenario creation process. Now that I know the structure of the main plot in much more detail — all the core quests have been designed at least in principle (and almost all implemented in a basic way), and all the side quests in Chapters 1 and 2 have been fully designed and implemented, save at the very end of Chapter 2 — my initial ideas for how the special
  15. This is controversial, but I definitely agree.
  16. Per my investigations this morning, I have determined that I don't like the standard magically locked door mechanic and am going to change it for Homeland. I don't particularly like that the magical door script and the regular door script are two separate scripts, so I'm going to unify them. And, per my usual approach, I'm going to set good defaults but allow customization through memory cells, such that you can set magical lock strength, mechanism difficulty (for picking), and physical strength (for bashing) separately. Some doors will be only physically locked, so you
  17. I was messing around with magically locked doors this morning, and I discovered that the key call — get_unlock_spell_strength() — is totally undocumented. I don't know if anybody has bothered to work out how it works before, but here's what appears to happen. The strength of an unlock spell appears to be calculated by (Unlock spell level * 2) + (Mage Spells skill / 2) + 5. Weirdly, the Mage Spells value is rounded up, even though BoA normally rounds down. I didn't check whether Magery affects it, but I assume that (as usual) Magery would be calculated as extra levels of Mage Spells
  18. You can change the starting location just for testing purposes or test with a god party. Or put in calls that you’ll later delete that move the party past the combat.
  19. If you want to be able to see an area in a cut scene, you either need to put a character close enough that the party can see the area, or you need to use set_total_visibility(1). Remember to set it back to 0 when the cut scene is over. As for the south end of your outdoor section, I don't know why you're seeing a blue area, but maybe put in a wall?
  20. If you want help, you really need to copy and paste the actual section of the script, not just something from memory. Also, the command reward_give() takes one short. Anything in the form reward_give(x,5) will generate an error because it has a second number. I don't know why the first version wouldn't work (assuming that the extra spaces are not the problem). You'd need to post more of the script (at a minimum, the entire node).
  21. The way you give an item to the party in dialogue is exactly how you're describing. Post the code if you want it debugged.
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