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The Arpeggiator

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About The Arpeggiator

  • Birthday 07/20/1990

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Curious Artila

Curious Artila (3/17)

  1. Well, I'd rather not have to specify several different files. It's convenient to have one to replace the basic npc. I wouldn't recommend using this in scripted sequences or anything specific. Just to replace the basic npc script for combat. I didn't eliminate the comments. I got rid of the ones cluttering up the lines with commands on them and then made a paragraph explaining what the chunk of code does. I'm taking a leaf out of Jesse Liberty's book (both figuratively and literally), in other words, you shouldn't write code that needs that many comments. It should be clear enough that with one explanation, you can understand what it does. By the way, I fixed some typos and other stuff and redid the comments like I said I would. So now version 0.5.1 of the model creature script is coming out. As soon as I finish up with this script, I'll start working on another one and maybe a scenario.
  2. Sweet! I finished the site and stuff. Although that was probably longer than 10 minutes, which was probably caused by this infernally slow computer. Not to worry, my birthday is in 10 days and my parents are fixing the uber-sweet super machine that we had for it! But, I'm going to Maui on the day and won't be back 'til 7 days later. The link to the site is: http://www.freewebs.com/the_arpeggiator or you can just click the WWW thing by my name. I'm going to eat breakfast now and use the bathroom, because I am hungry and a living being. So it might be more than 15 minutes before version 0.5.1 is released. Anyway, test it out.
  3. Look, I'm terribly sorry for not getting this out sooner, but...I was overwhelmed by finals and then it was summer and then I was on vacation and then I was at summer camp and then I got this crazy urge and...poof! Model Creature Script = Done Well, actually, I have to make a really cheesy website for you to download it from, first. So, you'll have to wait like 10 minutes, ok? Please forgive me, everyone. Meanwhile, you can read the final version of the long list of comments at the top of the document. Enjoy! // Memory Cell Values // Memory Cell 0: Creature Level // Stores Creature Level // Great for easily changing your creature's level. // Memory Cell 1: Creature Mobility // 0: Wander Randomly (Attacks enemy creatures if they come within sight) // 1: Don't Move (Does not move no matter what) // 2: Patrol (Moves to a waypoint and back to start and attacks enemy creatures if they come within sight and // then returns to the patrol route when they leave it's sight) // This won't cause the creature to move exactly to your waypoint, but within 1 space of it. // 3: Approach (Approaches party from start and attacks them if they come within sight) // 4: Gaurd (Waits at start and attacks party if they come within sight and returns if they leave it) // 5: Wait (Waits at start and attacks party if they come within sight) // 6: Scout (Approaches party from start and flees to a waypoint if they come within sight) // Cell 2: Mobility Variable (What this does varies by the value of Cell 0) // 0: Does Nothing // 1: Does Nothing // 2: Waypoint to Patrol to // 3: Does Nothing // 4: Does Nothing // 5: Does Nothing // 6: Waypoint to Flee to // 7: Distance from Start // Cell 3: Creature Combat Type // 1: Kamikaze Soldier (Attacks any target and fights to the death) // 2: Soldier (Attacks any target and flees when critical) // 3: Coward Soldier (Attacks any target and flees when damaged or outnumbered) // 4: Kamikaze Support (Attacks a wounded target and fights to the death while maintaing a distance from the party) // 5: Support (Attacks a wounded target and flees when critical while maintaing a distance from the party) // 6: Coward Support (Attacks a wounded target and flees when damaged or when outnumbered while maintaing a // distance from the party ) // 7: Kamikaze Assassin (Attacks a heavily wounded target and fights to the death) // 8: Assassin (Attacks a heavily wounded target and flees when critical) // 9: Coward Assassin (Attacks a heavily wounded target and flees when damaged or when outnumbered) // 10: Mercenary (Attacks after being attacked by any target and flees when damaged or when outnumbered) // 11: Wizard (Casts mage spells at any target and flees when critical or when outnumbered) // 12: Support Wizard (Casts mage spells at a wounded target and flees when critical or when outnumbered while // maintaining a distance from the party) // 13: Coward Wizard (Casts mage spells at a wounded target and flees when damaged or when outnumbered // while maintaining a distance from the party) // 14: Healer (Casts priest spells at friends and flees when critical or when outnumbered) // 15: Support Healer (Casts priest spells at friends and flees when critical or when outnumbered while // maintaining a distance from the party) // 16: Coward Healer (Casts priest spells at friends and flees when critical or when outnumbered while maintaining // a distance from the party) // 17: Boss Minion (Attacks a wounded target and fights to death while the boss is still alive, otherwise it // disappears) // Cell 4: Combat Variable (What this does varies by the value of Cell 2) // 1: Does Nothing // 2: Does Nothing // 3: Does Nothing // 4: Distance to Maintain // 5: Distance to Maintain // 6: Distance to Maintain // 7: Does Nothing // 8: Does Nothing // 9: Does Nothing // 10: Does Nothing // 11: Does Nothing // 12: Distance to Maintain // 13: Distance to Maintain // 14: Does Nothing // 15: Distance to Maintain // 16: Distance to Maintain // 17: Boss Character Number // Cell 5: Talk Node // The node to select if you choose to talk to the creature. // 0 : "Talking: Does Not Respond" // Cell 6: Kill Effect Column // The column of the SDF to set to done when the creature is killed. // Note: Cannot set SDF (0,0) to done!!! (one of these must not be zero) // Cell 7: Kill Effect Row // The row of the SDF to set to done when the creature is killed. // Note: Cannot set SDF (0,0) to done!!! (one of these must not be zero) // Cell 8: Flee Distance // Distance to flee. // Cell 9: Creature Sight // The distance from which the creature can select a target or see the person who last hit them. Unless you want // the creature to fuddle around like a retard, this should be at least 10 and at max 20, because anything larger // than 20 will usually mean the creature can see a lot of the map. Unless you want it to, I mean.) Would you guys mind testing this for me? I said I was, but then...you know. If there are some bugs, that's probably because of the way I formatted the text. I'll eliminate a ton of the comments (and make shorter ones that just give an overview of what's happening) and then release that version like 15 minutes after the site is up, k?
  4. DONE!!! I finished the script after much procrastination on my part. Now all that's left is testing.
  5. Okay, I'm back now. Sorry for the delay. I can't work now because I have a history paper to do, but I'll try to squeeze some time in during the rest of the week and I'll definetly finish the script this weekend! There's still testing, though. But that shouldn't take long. When I post again, I'll have finished the script, okay?
  6. Not that this would be any easier, but you could design a relatively complicated script to calculate the values for these skills depending on the character's level or some other factor.
  7. Okay, I've changed the script slightly, but I've also finished some more of the combat types script portions. First, the changes: -Sorry, but no more item weakness, because the need for a creature sight arises signifigantly in the higher combat types, which I hadn't realized before. (Since I hadn't finished them yet.) So now, Memory Cell 9 is creature sight (sorry to whoever suggested this). -Also, I've gotten rid of the boss combat type. Since it is the same as the ones before and I don't need to send a message to kill the creatures. -I also went back and checked a bunch of my code and separated the code into further portions and edited for the new changes, as well as slightly changed the flee conditions and commands to where it checks for the condition before attacking. I finished the Combat Types 4-10, so I'd say I'm coming along pretty well. I've been working a lot on my scenario, so I haven't had too much time to finish the script. Though, I should, since basically every creature in my scenario uses it. I may not be able to access my computer for several days, however. So that will definetly impede progress. Other than that, I'd say I'm about 50% done.
  8. btw, to change it so the party can only read it once, use an SDF. just write it out so that the party only finds the tome if the SDF is not equal to 1. Then, at the end, set SDF (whatever) to 1. here's the code: if(SDF(1,6) == 0) // or whatever your SDF is { code... set_sdf(1,6,1); // right before the end break; } else // be sure to include this so that it is // outside of all those nested ifs and whatnot break; // ends the state and does nothing
  9. I didn't get anything done last night because I had a test in physics the next day (damn those quantitative models of energy!!). But hopefully I'll do some stuff tonight, since it's friday.
  10. Really, Spiderweb has the best RPGs ever. Though they may be limited by crappy 2-d stuff, it's the most similar to classic D&D. This is what I think they were going for. I simply haven't seen any RPG that could compare as far as depth goes with any of Spiderweb's Avernum or Exile games. They're all mundane click, fight, get gold. No special encounters to speak of. If someone really wanted to make an excellent RPG, they should make one in the style of Avernum/Nethergate, but in 3D and sudo-real time (things act without you having to act). They'd have to work out a better system for special encounters, because a text box that tells you what you can already see is dumb. Maybe make a breif cutscene that you can direct in the editor(if there was one).
  11. Okay, tonight I didn't finish that Item Weakness part yet, but I did set up the inflict status ailment code to be added into it. I finished the Combat Type Check (long list of IF statements about combat type and what state to go to when they are equal to certain things). I also had to change the code for the first 3 combat type statements slightly to accomodate for the state changes. And I added the fourth combat type statement. Just so you know, I'll report my progress every night. I'm also not working as fast or as much as I could during weekdays, because I have homework and I'm trying to finish "Chronicle" (my scenario entry, to the contest) before June 1st. But usually, I only have to divide up my time between Chroncle and the script on saturday (plus social activities), but I can get a lot more done at night, since I can sleep in the next day. (edit) BTW, regardless of the time shown above the post, it's actually 10:57 PM here.
  12. Okay, that's not a bad idea. By default, the damage for this item class will be double(But if you want to modify the script, you can change this). I'll also add a long list of commented code to afflict the creature with negative status effects as well, from which they can prune and add the ones they want, if they want to modify the script code, that is. Okay, I'll get to work on that combat script portion (I've only finished code for the first three types). (edit) Also, if the value for this memory cell is over 1000, it will be the number of the item that can instantly kill the creature. You could also change this code to something to that effect or whatever, but okay.
  13. Okay. I finished that states dealy for the creature mobility check. I also worked out a better way for mobility type 7. So I'm good. (Disregard my post before.) I also got rid of the creature sight memory cell and replaced it with a level storage cell. This should make annoying stuff like making scripts for creature levels a lot easier. I didn't realize there was a ninth memory cell, as well, does anyone have any suggestions as to what to put in it? Please post your ideas!
  14. Okay. I'll go back in and do that state stuff. BTW, I just finished the creature move script portion(but, I've got to back and add the states). I never though of doing the states like that. Thanks for the tip. But don't worry, that won't take long to do. Hmm. I though I couldn't do #7, but I figured out a way. Although I'm fairly sure it would be inefficient. have the creature fidget chance at 100, but check to see if his distance is greater than the maximum distance away from start before each movement. if he is, then fidget chance will be at zero and he'll return to start. (this actually won't be what happens, because as soon as he gets back within the distance, he'll start fidgeting again, because if he is not out of the range, fidget chance will be set to 100 anyway-that will work too because he won't start outside the distance.) Does anyone have a more efficient way to do this (if there is)? If so, post a reply (and include the other way). You're still free to post your comments, though(even if you don't know how). wow, i really overuse parentheses (duh).
  15. BTW, critical means less than 1/5 of maximum health.
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