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Eldiran

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Everything posted by Eldiran

  1. You could have an item that starts a dialogue, but this is all I can think of.
  2. Remember to take 1-PC parties into account. It wouldn't be very good if you got kidnapped (using this coding, killed) and the game ended with you being dead.
  3. Border meaning where one exits the town or the actual edge of the town?
  4. Just remember that things will go screwy if you try that in battle mode.
  5. Ahhh, that makes more sense then. I still don't get what's going on, but it makes more sense.
  6. Creature scripts perplex me beyond belief... And if I'm not baffled more than I think I am, I'll allow myself to point out that 'while' doesn't seem necessary there. Wouldn't an 'if' work the same? Or am I just creature-script-inept?
  7. *nods in agreement* I don't recognize the will o' wisp, though. Is that one on the Louvre?
  8. Me as well. They're not the sort of thing people check on routinely.
  9. Quote: Originally written by Spidweb: I'm going to write Avernum 4, and Renar-Ihrno's blast at the end of Avernum 3 will have split Erika into fifty little Erikas. All of the NPCs will be Erika. And all of the PCs. And they will all be six inches tall. My art budget can be cut to a fraction. Delicious. Fit THAT into your continuity! Bwa hah hah! - Jeff Vogel Now I know exactly what to make my next scenario about. Heh heh heh...
  10. Wait a minute... string manipulation is released and working? When did this happen?? I thought that'd be in a later update!
  11. The awesomeness of this application cannot be expressed using words. Yeah. It's that awesome. BUT like the little whiner I am I want to suggest a few more features. - If you could figure out the whole tints thing, it would be incredibly useful. - A mode of the 3D editor where the central point is the point of view and all things out of line of sight are blacked out would be awesome. Cave of No Return, for example, has two sets of tree terrains for the forest: trees that block sight and ones that don't. I can't distinguish between the two, which made it very difficult to get it right (which I didn't do) so seeing what the line of sight would be like would be very useful. I don't have any more recommendations for features, and you're welcome to not add any at all. I'd still use your editor. One more thing: THANK YOU SO MUCH!
  12. I'm hoping that eventually there will be more calls to control light, and the time of day (night, day, etc.) It just seems like that aspect (which could be very useful in designing) is almost entirely uncontrollable. What if I want time to stop, or for night to last for an eternity? The scenario Nightfall (at least I think that's what it's called) for example, would be impossible to import. If we were granted enough control, I could make a piece of equipment that glows... I can see it now... "Gandalf's Lamp Post Staff +3"
  13. Awesome. Thank you so much, it works now. On a side note, I'm retarded.
  14. Personality determines whether or not you've spoken to the creature yet.
  15. Yes, I suck at monster scripts. I'm experimenting with one that causes the monster to explode when hit, but I've run into an error I can't decipher. The problematic part of the script: beginstate START_STATE; // Have I been hit? Kamikazeeeeee! ~ ~ if (who_hit_me() >= 0) { ~ ~ ~ if (get_memory_cell(4) > 0) ~ ~ ~ ~ h = (get_memory_cell(4)); ~ ~ ~ else ~ ~ ~ ~ h = get_health(s); ~ ~ ~ x = my_loc_x(); ~ ~ ~ y = my_loc_y(); ~ ~ ~ play_sound(-12); ~ ~ ~ put_effect_on_space(x,y,9,0); ~ ~ ~ play_sound(-5); ~ ~ ~ put_boom_on_space(x,y,1,0); ~ ~ ~ damage_nearby(h,2,1,2); ~ ~ ~ kill_char(s,2,0); ~ ~ ~ break; } I know this is the area where there's a problem, because it's all I added to basicnpc. So anyway. Blades of Avernum gives me an error saying wrong number/type in line 48, or something to that effect. Earlier an error said there was no semicolon in line 48, which was true, and I fixed that. Line 48 is "play_sound(-12);" I'm assuming the error message is off somehow, but I still don't know what's wrong with my script. Variable s is assigned to be the number of the creature running the script. Mem. cell 4 is how much damage is dealt nearby. If this is zero, then variable h (which is normally assigned as mem. cell 4) becomes the remaining health of the monster. Any ideas? EDIT: Grr... since spaces and tab doesn't work, I'll use tildas to make it more readable.
  16. As long as the flag (0,1) is 0, they will both be visible. Once you choose one of the two, it sets flag (1,0) to 1. I think you may have intended to set (0,1) to 1 instead.
  17. This is just an unrelated note, but I thought I should point out that the "_" in your dialogue is placed before the guy says "Of course I'll come!"
  18. The editor is open source. Hacking into it is encouraged.
  19. I believe there's a section on it in both the Docs and the Appendices. The Appendices should be more useful, though.
  20. Mac version is command-click, methinks.
  21. Say you had a hut with a portal in it that was supposed to take you to another hut miles away. You use change_outdoor_location() and then you use another call to teleport the party into the other hut (which will assumably be another town.) When the party exits the second town, you will arrive at the position you specified in change_outdoor_location. (I think.)
  22. If you make that 3D editor thing then I will... um... do something really nice for you. Like give you a dime or something. That would be unbelievably awesome and useful (not the dime, the 3D editor.)
  23. You should probably be more specific in what you're having trouble with. If you are having trouble with the whole outdoor scripting thing, then you'd probably better reread that section of the Docs.
  24. message_dialog() can't be recorded (I think.) You can only record one of those big text dialog thingys and probably what someone says, but I'm unsure.
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