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Everything posted by Kelandon

  1. I'm not sure what you're trying to do, but yes, you'll have to include some sort of code about SDFs. I also don't understand the "unfortunate thing" at all. If you need help, could you explain further?
  2. Ess-Eschas just helped me with a bug that I was realistically never going to track down by myself, and I figure I might as well let everyone know about it. Evidently, using the set_terrain() call in the outdoors prompts weird behavior when used on the eastern end of the outdoor section, if the party is currently located in the (north-?)western end of the section. The problem manifests for x-coordinates greater than or equal to 37. There are some safe regions with x = 40 and y = an odd number greater than 26, x = 41 or 42 and y = and odd number, and x = 43 and y = and odd number les
  3. You don't have enough numbers in parentheses. Here's the relevant part of the docs: You need to specify how much of the status and whether to give an update in the text field.
  4. Personality has an extremely limited effect, and not related to this. If you talk to someone with a given personality and encounter a node with the INTRO characteristic, you get text1 through text4. If you then encounter a node with the INTRO characteristic from the same personality (whether the same node/character or, I think, a different one), you get text5 through text 8. That's it.
  5. You need to set the third memory cell to the first node of the character's dialogue. For the second character, Allen, you need to set the third memory cell to 4.
  6. One unexpected thing about alpha testing is that I have to relearn how to play BoA. I don't really remember how to allot skill points and that kind of thing. It's fun, but it's a bit weird, like speaking a foreign language for the first time in many years. As of this test, the party ends up around level 14 at the end of Chapter 1 if you do all the side quests. That's probably not going to change much between now and the beta version. I have a list of about two dozen things that I need to fix in Chapter 1 based on this round of alpha testing. I'm now ready to go into Cha
  7. To change party state to drunk based on dialogue, include the "code" characteristic within the dialogue node, and use set_char_status() or set_party_status() as applicable. To fully revive hp and energy and move the party, use the "inn" characteristic. To partially revive hp and energy, you'll have to use "code" plus a variety of related calls, including change_char_energy() and heal_char(), as well as (probably better) march_party() or (probably worse) relocate_character(). This is sort of complicated, and I'm not sure I'd bother. To give an item as a rewar
  8. Mac. Jeff used to do Mac-first releases.
  9. 1) How to place an anti-magic field or a quickfire or something related to that in an area? Use the put_field_on_space() call. 2) How to change a character's attitude (Friendly/Neutral) if a particular action is done? Use the set_attitude() call. 3) I have seen secret passages telling that "You could not have seen this secret passage from the other side." How to make passages like that? Use some combination of the block_entry() call and a flag. It depends on exactly how you want to do it, but the easiest way is to have something like the following on the space, where
  10. If I remember correctly, if you train a character in Mage Spells or Priest Spells at character creation, the character starts by default with some of the lower-level spells. But this is something you should just try in-game. It's an easy thing just to test for yourself so you know the answer.
  11. It probably could be done with a level 50 two-member party if you gave them both warrior skills and spellcaster skills, as long as you gave them key items (e.g., both have Adlerauge) and made use of every exploit (e.g., both have Divinely Touched). But it would involve a lot of saving and reloading, and I can't really imagine why a person would want to do that.
  12. There's combat in the Prologue, but it's totally linear, so the difficulty is not dependent on player choice and thus easier to control. I guess another option would be to add more combat to the Prologue, so the player does the initial level-gain in a linear fashion. It would take a little rewriting, but it could be done. I think that's a decision for a later day. I think the easy solution, for now, is to drop a fairly conspicuous hint to the player at the end of the Prologue, and then throw in a small warning when obtaining the hardest quest (just in case the player picks it up to
  13. Doing some alpha testing this weekend. I started afresh, and I still love the Prologue. Chapter 1 is getting there, but there's still a lot that alpha testing revealed that is problematic. Some bugs, but more just details that I forgot to fill in at one point or another. Their absence is not conspicuous when you're looking at the scenario in the editor, but it's conspicuous when you're playing. Right now, I'm puzzling over whether I made the Chapter 1 combat too hard. I'm doing the quests in a different order than I did in my initial testing, and it's taking some reloading. If I do
  14. Apparently, the link suddenly became case-sensitive? Anyway, it should work now.
  15. I'm way ahead of you. EDIT: To be a little less flippant, as the other posts earlier in the thread say, Homeland involves a complete combat rebalance. Every monster has been modified in at least some way—often in very substantial ways. The level progression has been changed via new spells and abilities. Together with that, I've controlled what items are available in each chapter. One thing I'll be paying attention to during testing is whether I need to modify the items more deeply. Right now, I have special, magic items that are new, but a lot of the regular items are t
  16. Yeah, the reality is that while the coronavirus situation left some people with more time on their hands, it left me with less, at the same time as my side job picked up speed. So I've been able to work on this only a handful of times in the last few months. We've got a three-day weekend coming up, though, and I don't have anything scheduled. My hope is to spend most of the weekend on this and to make some real progress again for the first time in a while. And yeah, in terms of size, Homeland is 18-19 outdoor sections and, at this point, 100 towns. I don't expect to add many more,
  17. Yes, the thing to do is to email Spidweb. They've historically been pretty good about letting you transfer from one system to another.
  18. Have you read the documentation that comes with the editor? A lot of your questions are answered there. Here's the section from Chapter 1.6 on Editing the Outdoors: You probably want to use a Preset Encounter and specify the Move Type (probably Move Type 1, which is "Doesn't move").
  19. I think the problem is that there's no break; at the end of your INIT_STATE. You need a break at the end of each state.
  20. The mistake is that the message_dialog() call is not in any state. If it's not in a state, it never happens (and possibly breaks the script). Here's what you want: begintownscript; body; beginstate INIT_STATE set_name(20, "Chief Guard");// ID 114 message_dialog("Welcome to my town!", ""); break; beginstate EXIT_STATE; break; Note that this will show the message "Welcome to my town!" every time you enter the town. You need SDFs to make it happen only the first time.
  21. I have to admit, I'm not sure what you're asking. Could you clarify? Maybe references to specific pages would help. You may also want to look at some specific scenarios to see what they did. For example, my High Level Party Maker was commented out pretty carefully so that people could read it and understand what I was doing.
  22. There are a bunch of resources for getting started, including the old BoA Cookbook, the Scenario Workshop, various articles I wrote, and probably other things I'm forgetting. You'll want the most recent 3D editor, which I think is in the forum header. If you have questions, ask away. Also, welcome the boards, and leave your sanity at the door! I almost never get to do the traditional greeting.
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