Couch
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Everything posted by Couch
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Jeez, I so didn't read that right. X my last post.
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Wait.. WTF? How would changing the .bas file to a .txt file do that? Oh well, it's worth a shot.
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Okay, I remade the scenario (now called Middle of Nowhere, the filename will be nowheredata.txt
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I changed the filename to hellholedata.txt, but now I'm facing other problems... The editor is again refusing to recognise these custom items because of the changed filename. I might have to create a new scenario with a shorter name (luckily I haven't bothered with outdoor terrain yet, so all I have to do is import the town of Weaselden). D'you think that would work?
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That might be doing it. Lemme check.
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Wait, it says Hellholeravine SCRIPT failiure, not custom data script faliure. I'll have a look at the script again, I might have accidentally left some kind of residue there.
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Wait, do I need those clear commands? That might be what's screwing it up.
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For this? I'm using OS X Textedit. There isn't anything wrong with the filename.. it's in the proper format (hellholeravinedata.txt). I'll try it without the comments and see if that works.
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Crap. This just in, I created a proper freakin' data file, now the stupid editor is b*tching about an invalid symbol in line one... Here's the current code: // Hellhole Ravine Custom Object Types beginscendatascript; // ITEM TYPES begindefineitem 450; clear; it_full_name = "Handgun"; it_variety = 6; it_damage_per_level = 4; it_bonus = 3; it_weapon_skill_used = 10; it_floor_which_sheet = 502; it_floor_which_icon = 1; it_inventory_icon = 0; it_value = 300; it_weight = 30; it_identified = 1; it_missile_anim_type = 11; begindefineitem 451; clear; it_full_name = "bullets"; it_variety = 23; it_bonus = 1; it_charges = 12; it_floor_which_sheet = 502; it_floor_which_icon = 2; it_inventory_icon = 2; it_value = 20; it_weight = 10; it_cursed = 0;
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Jeez.. BoA editor isn't as user-friendly as I thought. Oh well, I'm getting the hang of it. Thanks for everything guys!
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Yarr, all the core characteristics sheets!
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Ohhh, I see now... ¬_¬ you mean corescendata.txt.
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Scenario_namedata.txt? I only see hellholeravine.txt in the scenarios folder, and scen.txt in the BOA files folder. I used sherlock and it didn't come up with anything. So I am to assume that you mean something else that relates to Scenario_namedata.txt. Oh well, I'll check out scen.txt now. Hellholeravine.txt yielded nothing except for shop stuff.
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Crap.. I can't find any custom item scripts in BoA. Unless they're contained somewhere besides the scenario folders.
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How many K did you bring it up to? I usually try to overkill and do about 7-8000K.
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Aah, shnizzberries! Still ain't workin'. I'll check out some of those sheets now.
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Regarding the last post: no pun intended. BTW, Boots, if you're dealing with the out of memory BS, try increasing the recommended memory for the editor in its Info page.
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Thanks for your help guys. I'll give it a shot.
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One sec, does anybody have a custom items script I could look at? (preferably one that works)
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Gah! Quote marks? I didn't know I was supposed to put in those. As for the editor not recognising the handgun, the weapon doesn't show up in the items menu. Item # 445 is blank. I'll try the quote marks and get back to ya' on that... ...Added quotation marks to the name, didnt work. Item 445 is still blank. Maybe there's a problem with the graphics sheets?
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Here's the problem: the BoA Editor won't recognise my custom item and its graphic. Did I do something wrong? Here's the code, saved in the proper scenario folder and named handgun.txt: beginscendatascript begindefineitem 445; item_name = Handgun; item_full_name = Handgun; it_variety = 6; it_damage_per_level = 8; it_weapon_skill_used = 10; it_encumbrance = 0; it_floor_which_sheet = 502; it_inventory_icon = 502; it_value = 300; it_weight = 3; it_identified = 1; it_missile_anim_type = 11;
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Phew.. thank god.. for a second there I thought it would be relevant. =/
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And another question: How does BoA tell which item graphic is which, since there's 10 different icons on one sheet?
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Nevermind, I found an adequate missile graphic. Still working on what the icon adjustment is though. (it_icon_adjust = wtf?)
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Oh yeah, and I'll need to make a new missile animation... A gun shooting arrows just don't cut it.