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BainIhrno

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Posts posted by BainIhrno

  1. Okay, I'm having another problem with this. I've tested 'ability 3' and it isn't working properly.

     

     

     

     

     

    init_special_abil(3,"Natural Wounding",111);

     

    beginstate 111;

    play_sound(25);

    print_str_color("A ball of energy conjures in your hand.",4);

    char_give_item(who_used_custom_abil(),465);

    c = what_day_of_scenario();

    f = who_used_custom_abil();

    set_flag(200,9,1);

     

     

    break;

     

     

    For some reason, however, the game doesn't actually call state 111 when the ability is used. It just gives me a special item.

     

    EDIT: Nevermind, the scenario script doesn't go past 100.

  2. For some reason, this node doesn't show up in dialogue. In other words, the question doesn't show up when it should. A previous node did have "nextstate = 13" so I know that isn't the problem. Can someone tell me what's going on?

     

     

    begintalknode 15;

    state = 13;

    personality = 1;

    nextstate = 14;

    condition = 1;

    question = "What are your specials?";

    text1 = "_Why, my specials include varieties of powder! Wouldn't you like to see?_";

    text3 = "_Why, my specials include magic shields! Wouldn't you like to see?_";

    text5 = "_Why, my specials include Vahantai weapons! Wouldn't you like to see?_";

     

    code =

     

    clear_strings();

     

    if (get_flag(54,0) == 1) || get_flag(27,0) == 1)

    add_string(3);

    else if (get_flag(27,2 < 1)

    add_string(5);

    else

    add_string(1);

    break;

  3. Okay, another question. In the scenario, a fortress is built at a later point in the scenario. I've noticed, however, that even when the town is hidden, the party still can't walk on the spaces even though they are open. Is there any way around this, short of just putting trees on all the spaces the fort occupies (where I could use the excuse, "The Sliths cut the trees down to build it").

     

    Thanks.

  4. Well, I guess basically I'm going with the BoA stats, but for example:

     

    In BoE, the sword Kothas-Onar did 35+8 damage. Since creatures will have higher HP in BoA, I'm curious how I would design this item here.

  5. I've started alpha-testing the scenario now, and this is the configuration I used to check the crime level

     

     

    beginstate START_STATE;

     

     

     

    if (get_crime_level(ME) > 0 && < 5)

    set_state_continue(53);

     

    if (get_crime_level(ME) >= 5)

    set_state_continue(54);

     

    State 53 will decrease the party's reputation via SDF by 1.

    State 54 will kill the party.

     

    However, right now the scenario is calling state 53 on every turn in the town, and attacking the town doesn't call 54. What am I doing wrong?

  6. Unfortunately, those codes don't seem to be giving me enough information.

     

    Anyway, good news! I'm almost ready to start alpha-testing the port, after a few more adjustments are made. Once I can get something that resembles balanced combat and treasure, I should be ready.

  7. For anyone interested --

     

    I'm almost finished updating the town, outdoor, and dialogue scripts, and have a little more terrain work/height adjustments to do. This means that I'm getting close to a fully playable prototype. However, due to my limited knowledge of the BoA combat system and the potentiality for missed errors in such a large scenario, alpha-testing is going to take some time. In addition to picking up bugs, I may be spending quite a bit of time readjusting monsters/stats so that the combat, items, and spells are balanced.

     

    In other words, I'm getting close to the point where I can alpha test it, but it's still going to be some time before I can call for beta testers.

  8. Thanks, new question. I've been reading the script for Exodus trying to figure out how to make a custom ability do damage to an NPC. I'm hoping to put an ability in allowing the party to do a small amount of unblockable damage. Thanks.

  9. In my translation of Of Good and Evil to Blades of Avernum, I'm programming the friendly towns to (1) end the scenario if you steal something (doesn't count as winning) and (2) kill you if you attack the town.

     

    I know that's probably not what some BoA players want to hear, but I feel when translating the plot over to BoA, being able to attack the friendly towns and the response only being the standard "town becomes hostile" wouldn't make sense in this storyline.

     

    So I have programmed this with the START_STATE command, but I'm worried that having the game check the crime level every turn will cause the game to slow down.

     

    So I guess my question is, does START_STATE slow the game down if used in certain ways?

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