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Gorvin

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Curious Artila

Curious Artila (3/17)

  1. Quote: Originally written by Squirrel: if (get_flag (299,27) == 1) && (get_flag (299,28) == 1) && (get_flag (299,29) == 1) Your parentheses here arn't quite right, use this: if ( (get_flag (299,27) == 1) && (get_flag (299,28) == 1) && (get_flag (299,29) == 1) )
  2. I gave up on scenario designing a while ago, mainly due to my hatred of writting dialog, which I am horribly bad at (not the scripting, but the actual dialog itself). I still have two unfinished scenarios sitting in my hard drive. I may work on them again one day, but right now I'm concentrating on... other things. One of my scenarios sent you on a quest to uncover the lair of a wizard who was kill by his own summoned minions long ago. All I finished was the starter town where your quest is introduced and the ship voyage to the island that supposedly contains the wizards lair, along the way you encounter a kraken (giant squid monster) that you must kill before it destroys the ship. My other scenario was a test to see if I could create a random dungeon generator. It actually ended up working out pretty well, although I had to use a cheap trick to overcome the 32000 node call limit (it forcecages the entire party and breaks the script down into different sections each round until it's finished). I never added a monster spawner or stairway placer or anything, so it just creates a random maze with rooms and no way to exit. If anyone wants the scenario/script for whatever reason they can email me, but it is mostly uncommented and would be hard to make changes to.
  3. I don't see anything wrong with those 2 lines (well, actually, the second line should be add_dialog_str(1, ...) instead of add_dialog_str(0, ...), but that wouldn't generate an error). Are you sure those are the correct lines? I notice you refer to them as lines 45-48 even though they're only 2 lines total. Even if the line wraps around in the text editor you're using, it'll still only be counted as one line, only actual carriage returns will count as line breaks.
  4. I tried your code out and found the error, it's in the line: add_dialog_str(0,"In this hidden corner you find a box. Inside the box is a big red button. There is nothing else in the box.","What do you do?"); The syntax for that call is: add_dialog_str(short which_string, char new_text, short indent); So you should change it to something like this: add_dialog_str(0,"In this hidden corner you find a box. Inside the box is a big red button. There is nothing else in the box. What do you do?", 0); Also, message_dialog("You decide to play it safe."); is incorrect as well, as it takes in 2 strings. Change it to this: message_dialog("You decide to play it safe.", ""); Also, you have your choice numbers switched, swap "choice == 1" and "choice == 2".
  5. If it's on the beginstate line, it's likely you forgot a semicolon or a ")" or possibly a break just before it. Maybe see if there is an error in the state just before that one?
  6. Quote: Originally written by SmirfOfDoom: beginstate 99; reset_dialog(); if (get_flag(0,0) == 0) add_dialog_str(0,"In this hidden corner you find a box. Inside the box is a big red button. There is nothing else in the box.","What do you do?"); add_dialog_choice(0,"Leave the button alone."); add_dialog_choice(1,"Push the button."); choice = run_dialog() if (choice == 1) set_flag(0,0,1); teleport_party(10,38,0); if (choice == 2) message_dialog("You decide to play it safe."); break; First of all, you forgot a semicolon after "choice = run_dialog()". Also... you didn't use any {}'s around your if statement code, which you need to do if the statement has more than one line of code run after it. Change it to something like this: Code: beginstate 99;reset_dialog();if (get_flag(0,0) == 0){ add_dialog_str(0,"In this hidden corner you find a box. Inside the box is a big red button. There is nothing else in the box.","What do you do?"); add_dialog_choice(0,"Leave the button alone."); add_dialog_choice(1,"Push the button."); choice = run_dialog(); if (choice == 1) { set_flag(0,0,1); teleport_party(10,38,0); } if (choice == 2) // This if statement doesn't require {}'s because it only has one line of code run. message_dialog("You decide to play it safe.");}break;
  7. One way that you could prevent a boss monster from being Simalcrumed is by making a terrain script that removes any duplicates of the boss. I made a script similar to this for a boss fight... but I had it disable any summons at all instead of just the boss: Code: check_char = 86; while(check_char < 120) { if(char_ok(check_char)) { if(get_summon_level(check_char) > 0) { erase_char(check_char); print_str_color("Your summon is disrupted.", 2); } } check_char = check_char + 1; } With a few modifications you could get it to only erase a duplicate of the boss. Just use the creature_type(short char) call to check if the summoned monster is the same type as the boss. Alternately you could probably have the boss's creature script check if it is a summoned creature and then erase itself if so.
  8. Quote: Originally written by Waylander: State not found - 0 Huh? Didn't I just define the state in my script? No, you defined state 10. There a few special states that you NEED to have defined in each town script. They are: Code: beginstate INIT_STATE;// This state called whenever this town is entered.break;beginstate EXIT_STATE;// Always called when the town is left.break;beginstate START_STATE;// This state is called every turn the party is in this town.break; When you first entered the town it looked for the INIT_STATE in your script (state 0), couldn't find it, and gave you an error. If you don't want anything special to happen on entrance, you can just leave that state empty, but it must be defined.
  9. Quote: Originally written by GavinFox: Nah, just Haste and Light and Slow, really. She's gonna be more of a priest.. And is there *any* way to have, standard, enough movement points for three attacks? How much Dex and Quick Strike would one need for that? At what point is it that more Dex wouldn't matter? I'm trying to figure out the balance of "most benefit at any given time" here... I don't believe it's possible to have 9+ AP *every* turn, at least without Divine Aid. As was mentioned above, Dex does not give any AP bonus. Quick Strike randomly gives a +2 bonus to AP, with the chance of that happening dependant on how much skill you have in it (but will never give more than +2). Fast on Feet randomly gives a +1 bonus to AP. Haste gives a constant +2 bonus to AP. Items such as the Slippers of Speed will randomly give AP bonuses up to their maximum. So, with Haste (+2), Quick Strike (+0 or +2), Fast on Feet (+0 or +1), and Slippers of Speed (+0 or +1), your AP will vary from 6 to 10 each turn. You can increase the maximum amount by equiping other items that boost AP, but the minimum will never rise above 6 (except possibly with Divine Aid, which I think doubles your AP).
  10. Quote: Originally written by Thuryl: Get strength and dexterity high enough (I think you need str 8 and dex 10) and you may be eligible for Gymnastics, which also gives AP bonuses; Gymnastics doesn't give any AP bonuses from what I've seen, only Quick Strike. Quote: Originally written by GavinFox: [QB][/QB]I'm trying to figure out what she would get, if it would be possible to have her only wear light armor as part of her character... that might be neat... is the mage wearing armor thing just a percentage to fail? Or when they are encumbered (in the number-way) period? How does that work? It's dependant on whether you're wearing any encumbering armor at all, even if your encumberance level is 0 (Defense skill reduces it). However, this only affects spells stronger than Slow. Since the Haste spell is lower than Slow you can still cast it while wearing armor. If you plan on being able to cast the high level spells eventually though, you should get the Natural Mage trait.
  11. Quote: Originally written by Qalnor: To top it all off, they [Nephils] get a truly free 2 levels extra of dexterity. And by truly free I mean it doesn't increase the cost of increasing dex, so the bonus effectively gets better as you spend more in dex (ie when you get to 20 dex you only had to spend 18 dex worth of creation points). Actually, that +2 bonus becomes even greater as you advance in levels. More specifically, the Nephil dex bonus is equal to 2 + level / 7. My level 40 Nephil priest has 9 dex currently (only 1 less than my Slith warrior), without having spent a single point on it. A +2 bonus at level 1 might not seem like a whole lot, but at higher levels this bonus adds up to a huge amount of "free" skill points. It's also worth mentioning that the bonuses from Divinely Touched work in the same way (except it affects Str, Dex, and Int and each bonus is equal to 1 + level / 7). Personally I think this bonus is insanely overpowered and wouldn't take it simply because it completely unbalances the game at higher levels.
  12. In the docs it says that the call turn_on_debug_mode() should activate debug mode... But when I try to use it I get the error: "Unknown command turn_on_debug_mode in line 29." This is using Mac version 1.1. Help?
  13. Quote: Originally written by Ragnarok Hellcaller: Okay, yes I double posted, but 's been a while since I came with another question. Does anyone know if it would be possible to make a creature carry around a field of darkness? If it is possible, I'd love to get help on it. I figured that would set the stage for a very interesting fight. I want to make it so that when the party encounters these things outside, all they see is a bunch of dark areas advancing on them. Then, whenever a character gets near one of the beasties, the beastie is only momentarily visible. Like I said, this would be really cool, but I haven't got a clue about how I'd go about making that happen. Hmm... you could probably do it if you used a black floor type set to block all view through it for the darkness. You'd just have to build it into the creature's script by making them change all the floor surrounding them into darkness whenever they take a step, and change the floor they just left back to what it was originally.
  14. Reading through the docs it says that the call put_item_on_spot(x,y,item) should mark the item it places as "contained" if there is a container on the spot. However, when I try to use this, whether the container is a barrel, crate, or terrain, it doesn't set the contained flag and you can see the item just sitting on top of it. Is there no way to place an item into a container through a script?
  15. I just found a strange little bug in the math algorithm... I tested these 2 lines of code: print_num(24 - 21 + 1); print_num(1 + 24 - 21); They *should* both produce a result of 4, yet the first line subtracts the 1 instead of adding it and produces a result of 2. The second line works fine however.
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