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Kiexcolo

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Everything posted by Kiexcolo

  1. Is it possible to unlock doors with set_terrain_memory_cell because I can't get it to work. Or is there some way to unlock doors through a call? I'm using the default door script.
  2. Under sound effects 172 – moo 173 – dog bark I think it should be the other way round unless I can't tell the difference between the 2.
  3. Dunno if this helps. print_named_str(char, "string") char is the number of the character but it will print out the name of the charcter Example: print_named_str(0, "looks handsome."); char 0 is Aldous so it prints out "Aldous looks handsome."
  4. I got sidetracked from my scenerio by other stuff. At the moment its only about 20% complete and since its quite big (5 by 6 outdoor map), it would probably be a while. I will probably take another 2 months to finish it. Hopefully.
  5. So I equip my level 1 Goblin with a scroll but it refuses to use it and instead rushes at me. So I set do_attack_tactic(3) and it still refuses to use the scroll. So I set its strategy to 1(archer, spellcaster) and it stays where it is and sulks. Anyone can tell me how I can get the stupid goblin to use the stupid scroll. Edit: No reply? I will give it another 3 days, if nothing then I will just stick with scrolless goblin.
  6. ^ Yup, me too, I thought there was censorship or something. WTF = What the F***
  7. I'm not sure of this because I have not tried animations yet but I think its because you didn't use run_animation() but called run_animation_sound(). Maybe you can use prophet's suggestion of play_sound instead. Edit: Nope, that was not it, run_animation_sound is the same as run_animation. Ignore.
  8. NOTE: It is used when a party ENTERS a portal? There is nothing said of having to leave town so that it works. And frankly I dunno what you mean.
  9. Is that so? From the appendix it says "It is used, for example, when the party enters a portal in a town that is meant to carry them to a town a long distance away." Edit: Working on what you said, I placed it in my town init_state and redid my boundaries so now it works.
  10. I tried using change_outdoor_location(x,y,x,y) to move my party to another section of the outdoors since they are in a another level of a town with boundaries set to the extreme(No way of exiting). However, they just walk through the special encounter or if I set no entry they just stop there but won't get sent to the outdoor location I specified and theres no error messages or anything.
  11. I'm using visual C and I'm afraid it has the same line problem. Theres a different interpretation between line feed and carriage return I suppose since when I open your text files with notepad, its just one long continous line and I have a tendency to cut and paste.
  12. I can't tell whats the problem, but maybe you should use a terrain script instead, check BOA's starting scenerios for a lever script. You just have to input the x,y coords in the memory cells.
  13. I THINK, I'm never sure heh, that when theres an error, your dialogue script will not be loaded so you have to solve your error first. Edit: Ops, I made a mistake, I thought your dialogue script was the one with the error, not your townscript. Sorry I was no help.
  14. Yup, unfortunately VOID get_text_response(char top_text) doesn't return anything so you can't make a string to copy it. Unless you study the actual coding and find the actual variable used to store the array of characters, then you might be able to make a copy and save it as a global or pointer or whatever but whether this messes up everything I have no idea. I think this is the call but I'm not sure. Check keydlgs.c for actual coding. Theres a lot of unknowns in its coding so I'm not giving any more suggestions. void get_str_dlog(char *start_str,char *header_str,char *response,Boolean string_string = FALSE);
  15. I think you have to do a clear command so that item propeties are not passed on. beginscendatascript; begindefineitem 448; it_variety = 17; it_protection = 1; it_bonus = 8; it_encumbrance = 0; it_floor_which_sheet = 1002; it_floor_which_icon = 7; it_inventory_icon = 8; it_icon_adjust = 11; it_value = 2000; it_weight = 10; it_ability_1 = 3; it_ability_str_1 = 1; it_ability_2 = 56; it_ability_str_2 = 3; it_name = "Cloak"; it_full_name = "Robe of the Rain"; begindefineitem 449; CLEAR; it_variety = 2; it_damage_per_level = 3; ....
  16. I didn't really test on this because I have moved on to something else but I think just using first_group_member(0) always returns 0 in which I might as well use 0. But if character 0 dies, then character 1 takes his spot in the game but remains character 1 so it will not return the correct character standing at that spot. Its a bit messy but I think you know what I mean. *i's usage of char_ok(i) suits me better. Thanks anyway.
  17. I think the purpose of some scenerios is to use a new party instead of your demi-god adventurers.
  18. Sounds feasible. Imma go try it. Edit: Yup it works. Thanks.
  19. Quote: Originally written by Kelandon: As for the initial topic of this thread, I (obviously) have a scenario that I'm working on under the name The Slith Homeland (although that is subject to change). The premise is, well, the sliths are trying to get to their homeland through Lost Bahssikava. I have about nine towns almost done right now, and I'm not sure how much more there will be -- this scenario could go on for another twenty towns or just another one or two, depending on how I sketch out the rest of the plot. I'm working on a similar plot too. Dejavu.
  20. I set a 1 square special encounter on location (13,3) with the script char_on_loc(13,3). However it always returns a -1. So I tried debugging by changing it to char_on_loc(13,4) with the special encounter still placed on (13,3)and it returns the character standing on (13,4) the turn before I trigger the special encounter. So how can I actually make it return the number of the character at(13,3)?
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