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Niemand

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Everything posted by Niemand

  1. Your copy is sent, Overwhelming. Thuryl, I think that is just fine like you have it; thanks a lot.
  2. Thuryl: That couldn't hurt; I have no website of my own. I'll be more than happy to send you a copy. Ephesos: I'll send you a new copy if you want; I've made some minor upgrades, such as having it display the numbers of the sheets in the first screen.
  3. This time what I have made is a program for seeing the effects of different graphic adjust values. I only have a mac version, and it is not particularly well made. (It's my first significant attempt at carbon programming, and I had a LOT of trouble with repainting and event handling) It allows you to select a cmg file (or the BoA built-in graphics files) and see all of the PICTS in it. You can than choose one, choose an icon from it, and see all 1024 possible versions of it. I mostly made it because I find it useful, but I thought that other people might want it, so tell me if you have any interest.
  4. The number must be between 20001 and 20174 inclusive, I beleive. You can add one sound (174) without covering up any of the built in sounds; if you add one with one of the other numbers it 'covers up' the built in sound with that number, I think, so that it is used instead, but only in the scenario whose cmg file contains it.
  5. I could, but the trouble is that the code is divided into a number of pieces in different scripts (basicnpc, the scenario script START_STATE and in another scenario script state), and I also added another feature to my basicnpc which adds a lot of code and isn't fully debugged yet. The important part is in basicnpc, where for instance I changed: Code: if (dist_to_char(get_target()) <= 16) set_state(3); else set_target(ME,-1);} to being: Code: if ((dist_to_char(get_target()) <= 16) && ((get_flag(299,26) == 0) || (char_in_group(get_target(),0) == 0))){ set_state(3);}else set_target(ME,-1); where flag(299,26) is my invisiblity counter flag.
  6. I have made an item which gives an 'invisibility' effect; it sets an SDF, and then I have swapped basicnpc for an altered copy which makes creatures forget their target if the target is in the party and the SDF is set. It seems to work fine, and can give more complex behaviors, such as, if you are invisible and hit a hostile creature, it will notice and attack you.
  7. This is because slots 5 and 6 (which are slots 4 and 5 in the internal counting system) are the only slots that npcs can be put into. using only these slots is not silly because there are some of us who like to have a four character party.
  8. It cannot be used in the data script. It can be used in a creature, town, or scenario script however. Watch out though, because it has a tendency to print a lot of annoying output when used to increase an npc's skill with a spell.
  9. What Drakefyre means about using all of day time is that your script as it is will only switch from night to day mode if the party is outdoors during the first twelve ticks of the morning. So if the party enters the outdoor section during the night at say 600, the night mode will be activated, but if the party then enters a town during the night, like at 610, and stays in the town until 640, when they exit that town, the town entry script will remain in night mode. What he suggests that you do is changes the time ranges on the end night code to be more like 624 - 4376 , 5624 - 9376 , etc. Also, you might add a short check to each of the conditionals so that it will not repeat itself if its effect is already in force. The first check in the first conditional would be (get_flag(3,0) == 0) since if this is false the flag is already 1 and there is no need to set it again.
  10. I would recommend using Alint in situations like these; with its help I noted the fact that the second get_current_tick() call in each line of the first two conditionals is missing its (). Put those in, and it should work a bit better.
  11. Yeah, I figured that this was the case; thanks for verifying it, though. I guess I'll just disable the dates and tell the player what year it is in the intro.
  12. There are 280 days in a year according to the docs. The trouble is that I want the scenario set in, say, year 849, but the current years that I have found in my save files seem to be random numbers including 855, 867, and 875. I could force the scenario to not show dates with force_start_day(-1) the docs say, but I'd prefer to just display the correct year.
  13. I get the feeling that there is none, but does anyone know of a way to set the year in which the scenario occurs?
  14. We seem to have entered some what of a lull, so it seems like a good time to do this again: Are you developing a scenario? If so, what levels do you intend it to be for, how big do you plan for it to be, and when (roughly) can we expect to see it? I am currently making a scenario for levels 40-50 with about 20 towns and 8 outdoor sections. Unfortunately, it's only about half finished and I expect it will take me a long time, like another year.
  15. Have you actually assigned the names to the characters (in the town script, not the town dialog script), or did you just use the name as the question for the first node? Jeff only recommends doing the latter in order to make scripts easier to read; it has no actual effect as far as I know.
  16. If the code is so simple, could you show it to us?
  17. I seem to recall that delivering several (3?) wrapped up bugs would give an extra level of strength and some blademaster.
  18. There is indeed. It's been a while since I played it, but if memory serves, there is a house in the great cave at which a lady (Silverlocke?) will sell you potions, including knowledge brews. Buy everything, and she will restock. Of course buying everything several times takes so much money that to do it much becomes prohibitive without money from the character editor, but then you could just give yourself the potions, or even just give yourself the skills. . .
  19. What TM and Kelandon have done is to give the party members a special ability that allow the user to regulate the length of the pauses used in cutscenes. Basically the cutscenes derive the pause length from the value stored in an SDF and the custom ability can change that SDF so that the player can set the cutscenes to go faster or slower as desired. The whole reason for the print_num() calls is so that you can tell how far the cutscene has progressed even if your not able to see anything meaningful on the screen. I really have no idea what the problem is; I've just told you how I would try to debug it.
  20. Are you sure about the location that you have told it to center the view on is really the one you want? You aren't doing this in a 32 x 32 town or something are you? And yes, the game should ignore all input while the cutscene runs, but the cutscene should end after a while and the game should go back to normal. I note that you have some very long pauses there (compared to what I normally use), maybe for testing at least you'll want some shorter ones. Also if the scenario is going to have lots of use of cutscenes, a set cutscene speed ability like Kelandon and TM have used would really come in handy to you and the player. A note: if the screen is staying black, how about some print_num() calls put in the cutscene code, so that you know how far it has gotten?
  21. Use award_party_xp to give xp to all the members of the party. To change sp and hp, you can make the usual calls with 1000 for which_char_or_group. (Group 0 is the party.) To display dialog more flexibly than DEP_ON_SDF, use add_string and remove_string to show and hide different protions of the text. An event seems to be something Jeff added to make it easier to make a large number of things in the scenarion depend on something occurring. The only calls that use/affect them are day_event_happened and set_event_happened. Events appear to be only used internally by your scripts, the player does not know if they are being used or not. In fact, as far as I know, no one has bothered to use them in a scenario, since you can do all the same things with SDF's.
  22. The current version would not be hard to port since it's written in java. Mostly just a bit of stuff would have to be changed that handles passing the menubar around from window to window. If anyone is interested, I would be happy to supply them with the source code.
  23. I see that you have gotten a copy; thank you for hosting it!
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