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macman0

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Curious Artila

Curious Artila (3/17)

  1. I don't suppose anyone has found a way around this limitation. I also wrote a script like that and it really bugs me that I can't use a terrain script for things like going down stairs. Terrain scripts and memory cells would be a lot simpler than writing a new special encounter for ever stairway/ladder.
  2. Aww hell... I was just about to ask how I could jump between towns from a terrain script. Looks like I wrote that script for nothing. Grrrr...
  3. It doesn't make a difference either way it would seem. I still get the same error. It is in the char_give_item / char_take_item calls. At least I think so. The if statement works fine. I put a little print call right after it to test if it does actually work, and that's not the problem. if (char_has_item(my_number(),447) == 1) { @@@@@print_str("Yep"); @@@@@print_big_str("I am ",my_number()," !"); @@@@@char_take_item(my_number(),447); @@@@@} (@ characters to fill in space)
  4. Hmm... the outdoor script idea wasn't good. I think you could, however, use a terrain script for the effect I mentioned earlier. It should be able to update every 8 turns (or more if you'd like) just like a character. You could use that to switch terrain types. I think.
  5. If you have the scripting knowledge or the patience to learn, (I don't have either right now I'm afraid. I'm going nuts with another problem.) you could probably have some outdoor script that changes floor tiles for you depending on what time of day it is. To keep it (relatively) simple, just create a couple of new terrain types with the same graphic as the one you want to use for the floor. Then use the te_icon_adjust property to lighten/darken the graphic and voila... You have three terrain graphics with the same pattern but different brightnesses. The scripting part might be a bit trickier, but I think it's doable. That being said, that's a lot of work for a simple effect. It could look kinda neat though. EDIT: Thinking more it, it would look cleaner if you created multiple terrains that were illuminated at different brightnesses with the te_light_radius property. The up side would be that you wouldn't have to try and figure which tiles needed to be illuminated and when. You could just change tiles to whatever amount of light you need. The down side is you would have at least one tile that would go straight from light to dark. You could combine the two techniques for a really nice effect, but it might take more work and tweaking than you'll want to do.
  6. Thanks. So as long as I make my objects magic, they should always disappear in future versions... Hmm... Very helpful indeed.
  7. Well... It's not the "ME" that won't work. Either way though, it seems to be a moot point. The 100% life saving objects only seem to work about 85% of the time so. So... good luck whoever needed help. I tried. This "Peculiar Error. Undefined Function Called." thing really bugs me though. I can't find that error listed anywhere. So it really is a bit... peculiar.
  8. I've been testing my ideas here (I need the script practice) and I have the life saving item working... most of the time. And the turn friendly script working... pretty much all of the time. But I can't get the command to remove the object to work. It keeps saying "Peculiar Error. Undefined Function." Or something like that anyway. if (char_has_item(ME,447)) char_take_item(ME,447); What am I doing wrong in the above statement. The item exists, and the character DOES have it. If I just put a little print statement after the if line it goes through just fine and prints the line for me. So I think it's the char_take_item command. I just don't see what's wrong.
  9. Well... I suppose if nothing else, I can use some charged item that makes cool explosions and does damage using some scripting. I'm pretty sure that could be done. I'm just not quite sure how yet.
  10. Well I STILL haven't taken the time to read all of the scripting info so this may be a really dumb idea, but... What if you made an item that "saves life" 100% of the time. You give the item to the character. Then, when you want the thing to die, just use some scripting magic to take it away. *Shrugs* Just a thought, nothing more.
  11. Well... If one was at a sufficiently high enough latitude, and if the planet's axis of rotation was angled away from the perpendicular (like earth's ), AND for some unknown reason the axis processed around in a circle at the same rate that the planet revolves around its star(so that one pole always pointed star-ward), that could happen. I think... That would also make one hemisphere always in summer (which could explain why those trees are always so dang green, course the might be evergreens .) Of course that would make the other hemisphere perpetually frigid. Hmm... that could be fun to create.
  12. Is there any way to make them disappear 100% of the time when used. Like say, for instance, I want to make an exploding dart. I don't want anyone to be able to pick it up and use it again. (Edited for a typo.)
  13. Actually OFF the planet. Well I probably am overestimating. And I will likely scale it down plenty. The problem still does occur though. Thanks for the tips on size. We'll see how big it ends up being.
  14. Hmm... interesting. Actually, I've messed with it more and it only seems to be caused when you try to load FROM a map that size. As for the size... I'm not sure why I'm trying to do something that big. I doubt I'll ever finish. What started as a simple plot idea turned into a huge 3 act production. I do think I over estimated by 20 or so, but it seems to be a pain to make a map bigger, and I can always write a bigger story.
  15. I keep getting error messages when I try to import a different outdoor section. Error numbers, 302 and 307 to be exact. This only happens when I try to import a segment that I have edited or a segment that is next to an edited segment, so it SEEMS to work just fine if I want to import a completely blank section of outdoor land. I thought it might have to do with the fact that my map is 10X10 outdoor squares, but it does the same thing with smaller maps. Any ideas? TIA
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