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BainIhrno

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Posts posted by BainIhrno

  1. Okay, so it may be a week before I am able to actually send out the initial beta, but I would like to figure out who would be interested in testing the new scenario.

     

    As some of you may know, I have been working on porting the BoE scenario "Of Good and Evil", by Alcritas, to Blades of Avernum. In addition to making it playable for BoA, I did add some new features with the scripting, many of which could not be done in BoE.

     

    Before I go any further, I would like to express thanks to everyone on these forums who answered scripting and other design questions for me, especially Kelandon, Ishad Nha, and Niemand.

     

    Anyway, if you are interested in testing, some things to know:

     

    1. "Of Good and Evil" is rated Mature. I know it was only listed as "PG" in BoE, but I felt that given some of the content in the scenario, especially compared to other BoA scenarios, this scenario should probably fall under "Mature."

     

    2. I will be expecting the beta testers to do a bit of work i.e. I'm going to ask more from testers than just going through the scenario once and pointing out bugs.

     

    3. **IMPORTANT** - there is a point where the scenario will split into two paths, a la "A Small Rebellion", meaning that both sides will need to be looked at. If you have limited time but would still like to test, you may elect to play one side - I would much prefer a thorough job on testing one half than a weak report on both. I'll still need some testers to play both, to make sure that there are little/no inconsistencies between the two halves.

     

    4. In terms of difficulty, the scenario is ranked at 11-15. I did the alpha testing with a party fresh from the HLPM.

     

    If you would like to test, let me know here or by PM:

     

    Name (for credits):

    E-Mail:

    Previous Beta Experience:

    Mac or PC?:

    Familiarity with "Of Good and Evil" in Blades of Exile:

    Will you have time to test both halves of the scenario? :

  2. Maybe I'll just have the creature fall down in a random direction (i.e. a 1/8th chance of which adjacent square).

     

    I'm having trouble getting a mage fight to work properly.

     

    Creature script:

     

     

     

     

    beginstate 3; // attacking

     

    if (tick_difference(last_abil_time,get_current_tick()) > 0)

    {

    print_str_color("Sovash-Thinox casts: Dark Blow",3); put_boom_on_space(char_loc_x(get_target()),char_loc_y(get_target()),7,0);

    run_animation_sound(43);

    damage_near_loc(char_loc_x(get_target()),char_loc_y(get_target()),get_ran(10,1,10),0,4);

     

    last_abil_time = get_current_tick();

    }

     

    if (target_ok() == FALSE)

    set_state(START_STATE);

    do_attack();

    break;

     

     

     

    Technically, everything works, but I'm finding the Slith mage rarely casts the regular spells (he is set to level 27 on Mage Spells. The creature also is set to cr_default_strategy = 1.) The mage either (1) casts the special spell he's been given, or (2) just uses melee attacks, and he uses the Dark Blow special spell more often than I think he should be.

  3. If this is indeed a bug, we may want to document it.

     

    On another note, does anyone know which ingredients are needed to make which potions. I can't find anything in the Character Info or the docs, and I thought it might be helpful to players (and make more sense) if when they find the recipe in a dungeon, for them to be told the needed ingredients.

  4. Possible bug: I found that when making stores that sell skills, they apparently are bugged after a certain shop number. I had shops 32 and 33 sell skills in Mage and Priest spells, and when I went to those shops, the skills were free, whereas shop 2 charged money for the skills.

     

    Maybe you already know this, but I couldn't find the answer to this problem until I figured it out.

  5. Actually, these are skills, not spells -- e.g. 5012 is level in Priest skills.

     

    EDIT: I believe I figured out the problem - for some reason, the skill shops don't work properly in shops past a certain number, not sure which, but changing the shop to shop 2 worked.

  6. Here's my code - I'm pretty sure I've done everything correctly.

     

    in goodevil.txt:

     

     

    add_item_to_shop(32,5012,20);

    add_item_to_shop(32,5026,5);

    add_item_to_shop(32,5027,5);

     

    in t5grandtempdlg.txt:

     

    begin_shop_mode("Holy Training","Sarah is willing to improve your understanding of holy magic.",32,5,-1);

     

    I wondered if there was a bug that caused shops that sell only one item to automatically sell the item for free, but that's not the case. I don't know what is going wrong here.

  7. Yeah, the monsters need to move freely around.

     

    New problem: I've put in some shops that sell levels in Mage and Priest spells, but somehow they don't charge any money. I've checked the script, and compared it to the HLPM scripts, but can't find out why this is.

  8. I know this sounds dumb, but can a creature script check which way the creature is facing? I had the idea of when you defeat a large dragon, the creature/PC directly behind it would take damage from the dragon's big back falling on them.

  9. Playtested both halves of the scenario now, I'm just making some final touches to the scenario. I'm trying to put a dialog box in that mentions a PC by name, and have tried following scripts from other scenarios.

     

    For example:

     

     

     

     

    beginstate 42;

    reset_dialog();

    clear_buffer();

    append_string("Ambush! You are attacked by a large batallion of Sliths. One of their captains says, _It'sss ");

    append_char_name(get_flag(118,1));

    append_string(", the traitor! All disssloyal Sssliths mussst be executed at onccce!_");

    add_dialog_str(0,"Obviously, the Slithzerikai do not take kindly to one of their own fighting for the Vale. It may take longer than you expected to reach Genmar.",0);

    add_dialog_choice(0,"OK.");

    choice = run_dialog(1);

    create_out_spec_enc(0);

    break;

     

    Is what I have. However, I can't get the text before add_dialog_str 0 to appear.

     

     

  10. I modified the script to do what you suggested, and that seems to work. However, the creature still doesn't spawn. Here's my current script (this is in the town code, state 56 is called when the creature is killed before the SDF is set.)

     

     

     

    beginstate 56;

    put_boom_on_space((get_flag(212,5) - 1),(get_flag(212,6) - 1),1,0);

    put_boom_on_space((get_flag(212,5) - 1),get_flag(212,6),1,0);

    put_boom_on_space((get_flag(212,5) - 1),(get_flag(212,6) + 1),1,0);

    put_boom_on_space(get_flag(212,5),(get_flag(212,6) - 1),1,0);

    put_boom_on_space(get_flag(212,5),get_flag(212,6),1,0);

    put_boom_on_space(get_flag(212,5),(get_flag(212,6) + 1),1,0);

    put_boom_on_space((get_flag(212,5) + 1),(get_flag(212,6) - 1),1,0);

    put_boom_on_space((get_flag(212,5) + 1),get_flag(212,6),1,0);

    put_boom_on_space((get_flag(212,5) + 1),(get_flag(212,6) + 1),1,0);

    run_animation_sound(51);

    damage_near_loc(get_flag(212,5),get_flag(212,6),get_ran(15,2,10),1,1);

    spawn_creature(23);

    message_dialog("With a violent, fiery boom, the Phoenix is reborn!","");

    break;

     

     

     

    EDIT: I believe I figured out a way to make it work, by using "place_monster" and "set_creature_memory_cell" to the appropriate town nodes, it seems to be working the way it should.

  11. Thanks, I had to tweak with some things to get it to work. New problem: The "spawn creature" call doesn't seem to work - the idea is that there is a creature that is supposed to come back to life if you kill it before a certain SDF is set, but I can't get that to work. Also, can an SFX boom not be called among the death of a creature? I tried putting a fire boom on the space that a creature is killed on, but it doesn't seem to display. (I've killed the creature via debug mode if that matters.)

  12. Okay, I'm having trouble with another town script. This is not in the original BoE scenario, so this was written by hand. However, something doesn't seem to be working.

     

     

    beginstate 71;

    if ((has_item_of_class(10,0) < 1) && (get_flag(16,4) >= 1) && (get_flag(16,7) < 2) && (get_flag(16,5) < 1))

    {

    if (get_flag(16,7) < 1)

    {

    block_entry(1);

    message_dialog("_Hey! You're just going to use my knowledge and leave me? I'll kill you!_ Barry exclaims, taking a huge bite out of your arm.","");

    j = get_selected_pc();

    i = 0;

    while (i < 4)

    {

    if (((j < 0) || (j == i)) && (char_ok(i)))

    {

    play_sound(87);

    r1 = get_ran(10,5,10);

    damage_char(i,r1 + 5,0);

    }

    i = i + 1;

    }

    i = 0;

    while (i <= 60)

    {

     

    j = 0;

    while (j <= 60)

    {

     

    if (item_of_class_on_spot(i,j,10) == 1)

    take_item_of_class_on_spot(i,j,10);

    j = j + 1;

    }

    i = i + 1;

    }

    set_flag(16,7,1);

    activate_hidden_group(1);

    }

    }

    else if (get_flag(16,7) == 1)

    {

    block_entry(1);

    put_boom_on_space(9,11,1,0);

    run_animation_sound(51);

    damage_near_loc(9,11,50,1,1);

    message_dialog("Barry shoots fiery energy from his eyes, preventing you from proceeding.","");

     

    }

     

    else

    set_state_continue(45);

    break;

     

     

     

     

     

     

     

    This takes place in town 15 - if you attempt to go downstairs without taking the skull with you (and you have the skull at this point), the skull attacks you. The first IF statement checks four things - whether or not one of your PCs is holding the skull, whether you have picked up the skull at the beginning of the dungeon, whether you have defeated the skull, or whether you defeated the skull upstairs and walk back downstairs.

     

    The while statement will remove the skull (item) from the ground if you drop it and it attacks, for clarification.

     

    However, what's not working is once the first IF statement if false (after you have dropped the skull and are fighting it near the stairs), the ELSE IF statement isn't being called. It is supposed to prevent you from going down the stairs when fighting the skull, but right now, it calls nothing.

     

    Can someone tell me what's wrong with my script?

     

     

     

  13. I'm on another round of testing -- at one point in the scenario, there is an entity who you feed garbage to, funny as that may sound. However, the dialog choice that allows you to feed the garbage when talking to the creature appears only once, and to reset it, you have to end the dialog. How can I make a dialog that allows for repeat selection of the same talking node?

  14. Okay, I'm trying to revamp some of the creatures to make them harder to kill. For example, I've given the Sliths better armor and want to increase their HP - is it better to give the creatures more Endurance skill or more HP bonus? Also, how do I get creatures to drop gold in different amounts? It seems any creature dropping copper leaves 6 coins, silver leaves 15 coins, and gold leaves 40 coins.

  15. I did finish the first round of Alpha testing for Of Good and Evil in BoA. I think I have one half of the scenario almost ready (it's a scenario that splits into two directions), so after I test the other half and both halves again to make sure everything runs smoothly, I'll probably make a beta call.

     

    I've been torn though about how I want to handle the reputation system in the scenario. One option is to create a custom ability to allow the player to know their reputation at any given time. Another option is to not include such an ability, and challenge the player to figure it out for themselves. Finally, I could include the option, but only include a ballpark estimate of the party's reputation.

     

    The effects your reputation has in the scenario (spoilers):

     

     

    - Many (not all) shopkeepers adjust prices based on your reputation.

    - One shop only sells if your reputation is high enough

    - One shop stops selling if your reputation is too low.

    - The ending will be slightly different based on your reputation. Additionally, if you max out your reputation (i.e. do all good deeds and no bad deeds), you get a material reward).

    - If your reputation dips too low, the scenario will end prematurely (because your party clearly can't be trusted).

     

     

     

    So I'm wondering, since I can't seem to decide, what would players enjoy more in regards to knowing/not knowing their reputation? Thanks.

  16. Okay, another problem. At another creature script, I get an error message saying: "Error: No body declared", "Error: State not found - 0". I've looked through the scripts extensively, and can't find what I'm doing wrong. Could someone tell me what these messages mean?

     

    EDIT: Nevermind. Figured it out.

  17. Okay, I'm having some more problems.

     

    1. The 'rakshaha' graphic isn't working properly for some reason. It shows up properly in the editor, but not in the game.

     

    2. One of the towns is comprised almost entirely of lava. However, for some reason, even though all the creatures in the town are 100% immune to fire damage and are set to move freely, no one moves in the town. I can't seem to find anything in the docs about this. What should I do here?

  18. I've now reached a town in testing where one of the creatures uses a custom script: for some reason, the game doesn't recognize the 'last_abil_time' call, even though the same call is used in ZKR.

     

    Can anyone help?

     

    The specific line is:

     

    if (tick_difference(last_abil_time,get_current_tick()) > 0)

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