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Niemand

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Everything posted by Niemand

  1. First of all, I don't want the creature to just fire off its scroll or whatever the first turn after it is inited. Second, I don't see what that will change, because do_attack_tactic(3) is being called, both when the creature transitions from the START_STATE to the attack state, and repeatedly in the attack state, the creature just chooses to do something other than using the item. Third, I just tried it and it didn't work.
  2. I have been working on trying to make a creature use an item when it begins to fight. The creature's definition causes it to start with the item, and I have verified that it does have the item. However, it just won't use it. I have even tried making its species human temporarily, in case that was the problem, but it made no difference. Here is the relevant code snippet from the creature script: Code: beginstate START_STATE; // if I have a target for some reason, go attack it if (target_ok()) { if (dist_to_char(get_target()) <= 16) set_state(3); else set_target(ME,-1); } // Look for a target, attack it if visible if (select_target(ME,8,0)) { do_attack_tactic(3); set_state(3); } // Have I been hit? Strike back! if (who_hit_me() >= 0) { set_target(ME,who_hit_me()); do_attack_tactic(3); set_state(3); } if (am_i_doing_action() == FALSE) end_combat_turn();break;beginstate 3; // attacking if (target_ok() == FALSE) set_state(START_STATE); if(item_type_in_slot(my_number(),13) != 0){ print_num(888); do_attack_tactic(3); } do_attack();break; Once the creature sees the party, it begins to print '888', so I know that it knows it has an item, but it continues to print it after several turns, and the use of a scroll of Arcane Blow is very noticeable.
  3. Thanks for reminding me; ten in the morning was apparently still too early for my brain to be working fully.
  4. As the title states, I've encountered some small bugs in Magus of Cattalon. The game points out the first as t01barricade: Unmatched left parenthesis in line 249, and the other is that if you free the slaves in then Nephil fort before you have the quest to do so, you can go and get rewarded, and then later get the quest, at which point you cannot officially finish the quest.
  5. If you mean replacing the power source's graphic, it's easier just to make a terrain: Code: begindefineterrain x import = y;//whatever you want it to look like te_special_property = 38; //make it a power source Or you could import the standard power source and set a different graphic, yes.
  6. the power source must be on one of the spaces directly to the north, south, east, or west. So if you had <|o where < is the projector | is a wall, and o is the power source, the projector will not activate, because the powersource isn't close enough. However, you could make a terrain which is/looks like a wall and is also a powersource. Then, just putting the special wall next to the projector will turn it on.
  7. 'Which way is the beam projector really facing?' was a major headache for me where using the old editor.
  8. I don't think that I have yet had a very serious blunder with the editor. The behavior that the numberpad 5 paints the selected floor/terrain on the center square in the old 2D mode has annoyed me, as has the auto hill function. I also had some trouble back when I couldn't figure out any way to decrease height; only to increase it.
  9. To put in intro pictures, you need to, put them in the .cmg file if on a Mac, or in the scenario folder as a bitmap if on a PC, and then in the Blades Editor program select Scenario->Set Intro Text X (where X is 1,2, or 3). There is a small box in the corner of the resulting dialog box in which you enter the number of the picture to be displayed with the text. I'm not sure how familiar you are with the whole process, so please excuse me if some or most of the above is stuff you already know. If you haven't already, be sure to look at the BoA Editor Docs, which are bundled with the editor program.
  10. Definitely A2. I like the feel of the game, and the story is my favorite (though I haven't played A1). I felt that I actually had more choices to make freely about where to go and what to next in A2 than in A3, really.
  11. Could be! I just needed a really strange name, it had to have something to do with spiders, and I glanced up and saw "Backyard Ballistics" up there on the shelf over my desk. . . the explanation is left up to the imagination.
  12. Hjolmar, I agree with you, personally. I have been working on expanding a few of the graphics from BoA to the right size. It's a massive job though, because whereas a pc used to have one sheet, it now has about 20. I will have to try out actually substituting the graphics, but I'm not displease with the little bit that I've got so far. Photoshop Elements makes it easy to resize an image without horrible pixillation resulting.
  13. Thank you, one day you will see this in my scenario, in case you are wondering, it is the title of the holy text of the Church of the Great Arachnid.
  14. Can someone here translate the phrase, "On the ballistic properties of spiders" to latin? I don't need a good translation, and I would have settled for an electronic one, but the only website I could find that would even attempt it only translated 'properties' and left the other words in English.
  15. Sounds like a good start, I think that the key will be in coming up with a good set of monsters or whatever to be in the mine, and a good explanation for their presence.
  16. In A2 it was one town that got lower toward the center. Also, there is definitely no height in A4.
  17. I agree; most of the job board quests seem like afterthoughts that Jeff stuck into the game rather hastily. It seems particularly odd to me that you can talk to a person, and that person will seem to have no knowledge of a job that he has posted on the job board.
  18. Dear god no; no Rentar Ihrno. One of my key ideas is used trivially in A4; I just worry that using a so-so idea that has been used already would become poor. The main plot of my scenario is definitely very much unlike the abomination that is A4, and is hopefully fairly different from other plots. I'm also a bit stuck because my master plan now calls for a number of custom graphics which I am now not so confident of drawing.
  19. I am still working on my first official scenario. I have completed the first half, and I am contemplating the second half, but I am hesitant, since Jeff stole one of my major plot devices, and in my opinion, wasted it. I have about decided to ignore him and continue, though. If I continue working at the rate I have so far, I will finish in only another year and a half.
  20. To get into formello, you need to complete some other quests in the plot line; I believe that you need to clear out the mine north of Fort Draco.
  21. They should, but you might want avoid putting numbers at the beginning of variable names, because many systems, possibly including avernumscript, are confused by this. I have never seen a reserved variable use error, I just discovered that my script was behaving oddly, so be careful and test thoroughly.
  22. Yep. Actually, it's nice not seeing all those geneforgish graphics.
  23. I always play on torment, and I have found that Av4 on torment looks a lot like BoA on easy. My level 15 Av4 mage has more spell energy than my level 92 BoA mage. I suppose that I would never really throw away all of my herbs, my item hoarding tendency is too strong. On your tip, Synergy, I will keep a look out, though, for particularly interesting opportunities.
  24. Personally, I have about decided to give up on herbs and potions; I've found that I use the things even less than I did in earlier avernum games. First-Aid really renders energy potions largely unnecessary; I haven't used one yet. And, since I have so much spell energy, I find that I might as well use it on blessing, hastening, and so forth. Of course, if you choose not to use magic, I'm guessing that you would depend on potions.
  25. With the massive size of the save files, I want to have as few as possible, so I've taught myself to hit Command-S, click, enter, enter rather rapidly every time I'm about to round a corner. It's annoying, but so is everything about the game's interface. I've also noticed that if you save from the quit dialog, the game doesn't warn you about overwriting an existing file, which is pretty trivial, but odd.
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