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Kelandon

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Everything posted by Kelandon

  1. You know, that's a good idea, trying to make melee more interesting. I'd go for a stamina system, personally, because the skills that add to manna aren't the same skills that one would want a warrior to train in.
  2. The Numeric Input script is in the latest version of the High Level Party Maker, in t2Raiser.txt, in state 12. This is available from my website. I recommend borrowing it wholesale.
  3. Refer the identical other thread for warnings, rationale for locking, etc.
  4. Felix, please stop spamming. You've been warned before: post something only if you have something useful to say. Most of your recent posts have been completely useless and annoying. Stop now before you get banned. If you want to know who is active on the GF boards, read the most recent topics. Whoever posted in them... must be active!!
  5. I just discovered that the Invulnerable status blocks "unblockable" (type 4) damage. Does anyone know of a way to damage an invulnerable character? I tried change_char_health, but it doesn't accept negative values.
  6. *poke* *prod* Two months later, where do we stand? Is there any possibility of you releasing an application that will at least allow us to look at bas files in a more reasonable manner? After a year and a half, do you have anything to show us?
  7. In fact, it sounds a lot like the GF system.
  8. Quote: Originally written by Green Apple: I just want to know if anyone else didn't like A4 because it was so much like Geneforge. My response to you is the same as my response to this guy .
  9. You know how you load a saved game? That's when the LOAD_SCEN_STATE is called. It can be called many times (depending on how many times during the course of a scenario you reload). The START_SCEN_STATE is called only once, when you start the scenario. Also, one does not often use print_str in either of those places, although one probably could. Other calls go there. Check released scenarios to see which ones.
  10. Quote: Originally written by Lazarus.: And, oddly enough, a quick test shows that day 1 does return 0. I put in a call if(day_of_scenario() == 2), and it only works on day 3. Now that I've referred back to the docs, this makes sense to me. Apparently, what_day_of_scenario gives "how many days have passed since the current scenario began" — that is, on day 1, zero days have passed since the start of the scenario (since BoA rounds down). However, the weird behavior above seems as though it ought to be documented — it's not too hard to guess that the day of the year will be non-functional if the dates are off, but it should be stated explicitly, especially if the other call does work. I'll put this in the bugs thread at some point.
  11. Try putting this in the scenario's START_STATE: print_num(what_day_of_year()); This should tell you what the value of the call is every turn. By the way, these are all basic debugging techniques that you'll want to keep in mind whenever anything doesn't work the way that you expect in Avernumscript: isolate the problematic call, test the call as best you can, and return it to the context that you had it in originally.
  12. Yes, but does it work if you eliminate the force_start_day? It's possible that using force_start_day(-1) screws up the call what_day_of_year and makes it always 0 or something.
  13. Eliminate the force_start_day and see what happens. You could be right about the first day being day 0, but that would be very odd (given what the calendar shows). I haven't mucked with time much.
  14. Quote: Originally written by Punctuated Silence: Aside from strange monsters and the loss of elevation, though, I don't understand the complains. Avernum was extremely stylized (some might even say ugly). Geneforge is less so. The complaints stem from people whose opinions are the opposite of yours (GF seems ugly to me, Avernum pretty).
  15. Quote: Originally written by Lancer: By Kelandon's suggestion I put the second half of the code in the START_SCEN_STATE. Uh, not quite. The scenario's START_STATE, not the scenario's START_SCEN_STATE. Two different things. And come to think of it, the first half of the code should be in the START_SCEN_STATE, and the second half should be in the START_STATE. And you really don't need the second line of the first half (the what_day_of_year). Quote: So, on "Day 3" there is supposed to be a text string that displays as "Month:Nuwmont.." I don't know how you figure. The code says, "if (what_day_of_year() == 2)" — if the day of the year is 2, then it does the print_str. Note that this will print the string all during the second day.
  16. Put the second half of your code ("if (what_day_of_year() == 30)" and "print_str("Month:Nuwmont");") in the scenario's START_STATE. Also, it's worth taking a look at Spidweb's Bugs page , which lists the problem with the call you're talking about ("The call print_big_str_color is actually called print_big_str_num").
  17. Many of us liked the look-and-feel of Avernum, which is pretty different from the look-and-feel of Geneforge. A4 doesn't really have the look-and-feel of Avernum anymore. It's viscerally hard to believe that A4 takes place in the same area as A1 and A2, because A1 and A2 looked so similar and A4 looks so different.
  18. The basic idea is this: Characters have a set number of uses of any special ability at any given time. (That is, they can use them one time, two times, three times, whatever.) For custom special abilities, that number starts at zero. You really ought to put the four change_custom_abil_uses calls in the START_SCEN_STATE, not the LOAD_SCEN_STATE, so that each character gets one use of the ability when the scenario begins. At that point, each character has one use. When the special ability is used, the number of uses decreases by one. At that point, whoever used the ability has zero uses left (because he/she had only one use to begin with). Then the state runs, and the change_custom_abil_uses in state 10 gets called. That gives the user one more use. At this point, all characters have one use again, so any of them can use the ability again. Play with this for a while and it will make sense.
  19. I'm adding this to the Designer FAQ : Q10.
  20. I can attest that it is possible to beat GF2 on Torment with one fyora and one drayk and nothing else. Choose your fights judiciously. Or, more specifically, choose their order carefully.
  21. Quote: Originally written by Dintiradan: By the way, is that Solberg the BoE designer? No.
  22. Quote: Originally written by MagmaDragoon: crimens. Crimina, you mean?
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