Nerubian_Lord
-
Posts
7 -
Joined
-
Last visited
Never
Content Type
Profiles
Forums
Blogs
Posts posted by Nerubian_Lord
-
-
This is because BoA counts the 0
-
Ooops sorry I already have your e-mail from the scenario script, I'll send them right away!
-
Just testing sth.
()
-
I have the corrected versions of both things but my browser doesn't allow me to use parentheses so I can't post it. Give me your e-mail and I'll send it to you.
-
NOTE: The secoind set of quotes are used for something - for a second paragraph, since every paragraph can only be [some number] (think it was 256) characters long. So you can do like this:
message_dialog("blablablablablablablablablablablablablablablablablablablablablablablablablablabla Ooops I think thats almost 256 char. long I 'll continue on the other paragraph","I'm continuing to write nonsense...");
-
Yes, there is a problem with your quests. A quest should look like this:
init_quest([some nuber],[sHORT description],[FULL description])
e.g:
init_quest(0,"Kill bandits","Erika from Fort Avernum has asked you to kill the bandits outside of town.");
After the number follows the title of the quest, and then the full description. I don't know if that has something to do with your dialog

Dialogue node problem - both options available
in Blades of Avernum Editor
Posted
make them go to different states, e.g a state that has an action = END_TALK , this will end the dialog immediately.