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Thralni

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Everything posted by Thralni

  1. That is exactly the thing I made abouty a week ago, with automatical checks for amount of monsters, and possible terrain/monsters that may obscure the spot to summon the monster. Thanks for the advice, but I already made something that works perfectly, and is almost the same as you made. No, I'm not a complete beginner at scripting
  2. I had checked the "errors" part, but I didn't find anything. besides, I didn't think this would come up in the editor. I thought it would rather be something I had forgotten to do, or would be a mistake of mine, which wouldn't be literally stated in the docs.
  3. Oh my god. I'm such a f****** fool. no really, I mean it. can't believe I made that mistake... Anyway, thanks Stareye.
  4. I have a very strange problem, of which I have no idea myself how it is caused (otherwise I wouldn't ask it here). I have a town, in which there are beam projectors and power sources, but, although the sources are on, and the projectors are standing on the squares directly next to them, they don't project any beams. I did put a terrainscript on the place of the beamprojectors. Can that be a problem? Although that doesn't explain why none of the projecters function normally.
  5. That ounds as a very good idea to me. Nothing like blowing the man up when you don't like him. Keep up the good work.
  6. Ah. i had thought of that myself. I actually hoped for something less of a hassle. Anyway, thanks again for all explanations and such.
  7. Huh? Does sounds completely illogical to me. So how am I supposed to make certain options appear when you have a dread curse higher than 0, and dissappear when 0. I also tried leaving out the parts >=/==/=<, but that didn't work either. Do you have any suggestions?
  8. Thuryl, you already said that "due to a cosmetic faeture you can't see how much dread curse you have" but, and maybe I didn't understand precisely what you meant, but I do see where and how much I have, but the game doesn't display it correctly and also treats it as it is displayed. So what I want to happen, is give the party a dread curse of 2. That works. In the character info screen it is written "dread curse" but it says that it is at level 0. then hwne I want to cure it, it takes away the skill "dread curse," which is correct. however, I can't let it be cured if I say in the dialogue script: Code: party_member_has_skill(31) >= 1 The game thinks that dread curse is 0, and I don't understand why. Is this some fault in the game?
  9. I have started alpha testing it, and quite thoroughly, as you guys said. I uploaded modified versions of the verbs pages to my website. Thanks mrs. Jaenette fincke, who helped making the language more logical.
  10. Ugh. I really neeed to learn to do it in the right order: Try looking it up yourself not found => boards Instead of the other way around. Anyway, thanks Kelandon.
  11. Yes, you're right there. I would think that on intel based Mac it would be the same, only twice faster. What I was wondering, as I heard romours about this, is there still a classic environment with Intel based Macs?
  12. So... Fixed that last problem with summoned mosters. It wasn't such a drama anyway. I just let the game check if a certain mosters exists. However, what I didn't know: How many mosters are permitted in a town? (I'm so glad I don't have to start changing all towns by adding the with the item summoned monsters ) EDIT: Oh sorry, realized to late that this is a double post.
  13. Oh no, oh my god... I forgot about that... I will have to start changing it all again, I fear. *bangs his head aginst the wall*
  14. With me it all worked fine. I just hit the icon of exile, it opened up and I could play it. I was just so extremely dissappointed that the Exile 1 music wasn't there.
  15. No, sorry. I got it to work precisely as I want to work. The problem was with the definiton of the creature numbers, but it works now. I didn't know the numbers start at 86, and you can't just choose a random number. The groups are all nice and such, but no. I may be way easier, but it will cost me another two hours to get it all working. I'll have to start replacing creatures and such, until all creatures have the right number, in each town. I have 42 towns. Can you imagine the work? You see, this creatures are summoned by a sort of wand, a special item, which calls a state in the scenario script.
  16. Than that was probably the problem. thanks.
  17. So what you say is, that if creature number 89 isn't placed in that town, then any creature that I want to be 90, will appear as 86, in that specific town, not as 90.
  18. Ah. Then my definiton of a bracket was wrong. Thanks. EDIT: Okay, this code doesn't do what I want it to do. I have absolutely no clue as to what may be the problem. The onlt thing I know, is there isn't a "Boom_on_char" and no "set_attitude(3)." Code: n = 90; char_ok(n);place_monster((userx - 1),(usery - 2),16,0);put_boom_on_char(n,5,0);set_attitude(n,3);run_animation_sound(61);
  19. You're right Stareye. that's what I should have done. Could anybody show an example of how to do it? I'm now completely confused between the terms parenthesis and bracket, so an example would indeed be useful. Thanks in advance.
  20. I could, if I would knew where to look.
  21. I have this call, with the appropriate variables and such: Code: place_monster(userx - 1,usery - 2,16,0); The game complains about it. What exactly is wrong here? Do I have to put the userx -1 and usery - 2 between brackets?
  22. What, do PC users seem not helpful or something? Anyway, I'm glad you switched to Mac. As far as I can see, every new buyer is good for Apple. They need it.
  23. Options for that question: 1) You came later; 2) dikiyoba posted more than you, right from the start; 3) Dikiyoba cheats; 4) God made you number lower by summoning somethings. 2 is probably the correct one, but you never really know for sure if a god exists.
  24. Thanks, just needed to know that for sure. My scenario is going well at the moment. just one town left to complete, and then I need to test about half of the scenario (the half which I made during this last week of vacation). Tomorrow, without serious interuptions, it might be finished. beta call can be expected next week. Is there really no artist (or at least somebody who knows how to draw things on the computer) here?
  25. In DwtD, when approaching the last vakhos in town 7, before you start fighting him, the dialogue mode is immediatly triggered, as to speak with him before you fight him. I wanted to know how Jeff did this, as I can't seem to find a call or something (both in the docs and the scripts themselves) that enables this. EDIT: i think I found it out anyway. Is it this call: begin_talk_mode
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