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Eldiran

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Everything posted by Eldiran

  1. Woops! I think I found an error in your cookbook. begintalknode 11; state = 4; nextstate = 5; question = "_open sesame_"; text1 = "The guard scowls. _All right, you can come in._"; The players would literally see _open sesame_ as an option-- the "_" don't translate to quotes in the question. Other than that, it's excellent!
  2. You would have to take into account the fact that in the outdoors, animations don't work. Other than that, I think what you're saying is possible. About the status icons and alerting the player about when it runs out, you can use print_str() to say that it wore off.
  3. The most one could do is record the ID number of the item in a word processing document and then use the editor to give it back to you when you want it.
  4. I think you're right in guessing that the save file keeps track of data even if it is not used in a scenario (for example, if a scen doesn't do anything to SDF (300,30), the save file still keeps track of it.) That seems to be the most logical reason for such a huge (relative to other Spiderweb saves) file.
  5. The already existing dungeon articles are excellent, but it would be nice to read a new article on dungeons, this time taking into account BoA's engine.
  6. Yeah, I was about to say that, but the thing is that the party will leave the entire scen, thus erasing the SDFs.
  7. The option to end conversations is always enabled except for when you use begin_talk_mode() to enter the conversation. When you use this call there is no "Done" button in the corner.
  8. No item descriptions, still? Blarg. Ah, well, at least the string calls are extremely powerful and useful.
  9. Such a possibility could offer quite a wide range of cool and humorous situations, methinks.
  10. I want to complain about the call names in BoA... I was hoping for the calls to be more, well, standardized. For example, in some calls dealing with characters you spell out "character" in the call name and in others you spell out "char". This alone is really annoying, and there are other problems of the like, such as "special" and "spec" when it comes to certain special item calls. While I know fixing these will cause problems to those already working on scenarios, I still think it's a worthwhile thing to do, and I would be willing to redo some of my scenario's script (I'm working on one) in exchange for making things simpler. Basically, I made this into a topic instead of an e-mail to Jeff because I want to see how many people want this, and are willing to edit through their scenario to get it.
  11. On a side note, hidden classes, when you kill them, are not counted as killed. If a char_ok check is made once a hidden class is slain, they are still ok. Activating the same hidden class twice (after the first has died) yields two of the same monsters. This could be bad, as in the case of checking char_ok, but also good in some cases. Not that this has much to do with the topic. I just wanted to make this bug(?) known.
  12. Be sure that your quotation marks and your parenthesis are correct.
  13. Maybe you can use "set_state_continue" to go to another state and then use the call.
  14. Everyone has a certain tolerance for different things. If I played a scenario that was all plot, and I didn't actually do any fighting whatsoever, if the plot was not asbolutely great beyond imagination, I would probably become bored before too long. Nobody can say how much of anything is too much; it's entirely a matter of opinion. Diablo II fans will love a combat filled scenario. Those less hack 'n' slash inclined will take less of a liking to one. So basically what I'm saying here is that everyone's got opinions; let's not let the conflict of opinions make an argument. I'm adressing this mostly to some other topics I've seen that have gotten a little too... agressive. Nobody in specific. How good a scenario is is decided by how many people like it and how much they like it. That's all there is to it.
  15. So far every wand in Valley of Dying Things that I acquired of the same type combined. Wands of Ice combined, Wands of Slow combined, and Wands of Bolts (Is that what it's called?) combined. I eventually had a Wand of Bolts with 15 charges. These were all from varying towns in the same scenario.
  16. It just occured to me that it might be due to the fact that the game occasionally erases items to make space... though I would hope that wouldn't happen to the strongest of the items being placed (the steel dagger that did not appear, for example). In that case the other loot, leather armor and the like, did appear, but not the dagger. Oh well, I'll figure it out eventually.
  17. That sounds freakin' awesome. I'd pay slightly more than 12 cents for that. Of course, then it would be out of my budget range...
  18. According to the docs, when a monster is given two of a similar item variety (weapon, armor, helm), the last one given to it is the only one the monster keeps. The rest are erased. At least, I'm fairly sure that's what it says... I may have misread...
  19. Wands combine anyway, no matter what the docs say. At least, they do in Valley of Dying Things. Not that this bug is bad. It saves a lot of space for my 1-PC parties.
  20. I'm having trouble with the concept of monster dropping items. I once assigned a monster to drop a steel dagger, 100% chance (via the editor), and he dropped nothing. I also set another monster to drop a crude kinfe 100% of the time, and a Bronze Longsword 50% of the time. The documents say that the monster will only carry one weapon, the last one it is given. The monster, when killed, dropped neither, even though the knife had a 100% chance. I was hoping that half the time he would have a longsword, the other half he would have a knife. But he had neither. Can anyone shed some light on this?
  21. I use a piece of paper to keep track of SDFs. Occasionally I use a pencil as well.
  22. Put a space between the if and the first parenthesis. I don't know if the space matters, but its worth a try.
  23. If you don't understand something, re-read it and try experimenting with it in the editor. Also, I recommend skipping the part about creature, terrain, and item scripts until reading the basic scripting part. That's what I did.
  24. Hm. Its possible that A) The function char_take_item doesn't work on monsters. ME doesn't work with char_take_item. C) Something else is wrong. If neither of the top two (which I am unable to test, as BoA hasn't arrived yet) is true, then I haven't the slightest as to what's wrong.
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