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bigblue

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Posts posted by bigblue

  1. SiM I have a problem. Since you posted this thread, I can't see the new graphics. When I sort them "date" and "descending" there should be the newest ones on top of the list. And there I find my Pudding. I know there were some Nephils last week and there should be new ones now, but they aren't there. 272 graphics it says. frown

  2. I wanted to have a short cutscene in my scenario. A person appears and opens the way for the party. So, there is a wall in loc(16,9) and I wanted a door to appear. It works fine, but after the cutscene the party can't use the door. The door behaves like a wall. This is my piece of script:

     

    beginstate 15;

    if(get_flag(5,4) == 0) {

    activate_hidden_group(4);

    force_instant_terrain_redraw();

    pause(25);

     

    text_bubble_on_char(9,"... was a wise choice.");

    force_instant_terrain_redraw();

    pause(25);

     

    text_bubble_on_char(9,"");

    text_bubble_on_char(9,"This is the way.");

    set_terrain(16,9,48);

    force_instant_terrain_redraw();

    pause(25);

     

    erase_char(9);

    force_instant_terrain_redraw();

     

    set_flag(5,4,1);

    }

    break;

  3. If I run out of names, I usually use anagrams of the names of my friends. So I do with towns, I take an existing towns name and mess the letters up.

    But for sliths there should be sss in the name somewhere in my opinion.

    The slith in my party has the very easy name Hisss, not very inovative, I know.

    Sssardan (Sandra) perhaps.

  4. Quote:
    Originally written by Archmagi Micael:
    Quote:
    Originally written by Drakefyre:
    I don't offer to help because bigblue has fine grammar and doesn't need any help.
    His grammar's fine, except for the fact ne NEVER uses capitals. It just makes for an easier read, that's all laugh

    - Archmagi Micael
    Thanks! I was afraid that someone couldn't understand my crude English. But as I said, I prefer beeing corrected if I write some sort of nonsense!
    And ef is right, I like to simplify, but I will try to use capital letters!
    Oh and the nephils are nice!
  5. *lol*

    i still see no grammar problems!

    i always type in small letters, because it is less work. so i do in my mother tongue: german. and as you may know, in german it is much harder to know which words have to be typed with small or capital letters!

    and the rest is just a matter of expression.

    and bigblue is a name! i know that names are usually written with a capital letter at the beginning, as they are in german, besides you choose to do it your own way!

    ok, i have to add that i write it with a capital letter (Bigblue) in my logo and my whole corporate design.

    but here everyone uses slang, why couldn't i?

    but i appreciate being corrected, i just can learn!

    and you have no problems understanding what i wanted to say, have you?

  6. Quote:
    Originally written by Kurojutsu:
    This a poingant indicator of the average BoA player's idea of a scenario:

    Beat the crap out of everything that moves and plenty of things that don't.
    i can only agree! hope that most of the scenarios coming have a story and some riddles. if i ever finish mine it will have (hopefully a good) story and some riddles, not only fight over fight!
  7. nah, logical, i always forget the possibility of setting a flag to a higher value than one!

    thx a lot, it was nearly enough to drive me to despair!

     

    edit: as logical as it sounded, it didn't work that way. i finally put another encounter behind my door refering to a new state which sets the flag to 2.

  8. now that the sdf works with the door, i got a new problem:

    when the party approaches the door a dialog should come up depending on the sdf. this works ok, but the second dialog: "The door is open now." should only appear once! Now it appears every time when the party approaches the door.

     

    this is the piece of my script:

     

    beginstate 10;

    reset_dialog();

    if (get_flag(0,2) == 0) {

    add_dialog_str(0,"This door is heavily locked. You see no way to open it!",0);

    choice = run_dialog(1);

    }

    else {

    add_dialog_str(0,"The door is open now.",0);

    choice = run_dialog(1);

    }

    break;

     

    btw: can someone explain the difference between this add_dialog_str thing and the call message_dialog to me?

  9. i have a problem:

    i have a door which should be locked until the party accepts a quest.

    so i set the memory cells of the door as follows:

     

    cell0: 200

    cell1: 0

    cell2: 0

    cell3: 2

     

    and this is the part of my dialogue script:

     

    begintalknode 34;

    state = 13;

    personality = 12;

    nextstate = 13;

    condition = 1;

    question = "Ok, let's gain wisdom!";

    text1 = "_Come to me when you succeed._";

    action = SET_SDF 0 2 1;

    action = END_TALK;

    code =

    toggle_quest(1,1);

    break;

     

    i have to mention that the locked door is NOT in the same town!

     

    what is wrong?

  10. you also have to put the personality number in the editor, where you find the creature number and the creature ID. not only in the dialogue script. think he meant this.

    even if i can't imagine why three different numbers for one creature/character are necessary!

  11. you have to name your characters in the town scripts init_state like this:

     

    set_name(6,"Marc");

     

    6 is the creature number in the upper left in the editor.

    the name in the dialogue script is not for naming the character, i think just for you to remember whose dialogue this is.

     

    don't know anything about the action = INTRO, cause i didn't have used this by now. sorry.

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