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Pyrulen

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Chittering Clawbug

Chittering Clawbug (6/17)

  1. I think that a 'test' option which immediately loaded your scenario using the default party at a designated location would be useful. Presumably, to return to the editor you could press escape. I often find it a chore to reload the game or re-enter the town every time I want to study the effect of a small modification.
  2. Ok, it's a bit rough around the edges, but the files have been sent out.
  3. Hello. I've almost completed coding a chess program which works within a BoA scenario. It allows two people to play a head to head game (sorry, I'm not yet brave enough to attempt an AI opponent) by entering in coordinates to select pieces and their targets. It's not an ideal setting for a chess program, but I did it mainly for the challenge and to see if it could be done. The pieces themselves are BoA characters, and currently I have a team of Humans vs Vahnatai, although other creature types could be used as long as the creature numbers remain the same. The final version will include a full compliment of different attack types including spells and bows (ranged attacks work best as the pieces may not always attack adjacent enemies). An example of play: Anyway, to get to the point, I need help to finish this before the contest deadline, and have run into a few scripting problems associated with maneuvers to get out of check. I'll go into details with testers. Basically, I'm stumped and running out of free time. To all who apply: this is no simple beta test - I need people to test it and experience the bugs, then look at the code and propose/code solutions. On the bright side, you'll get credit for collaboration. Just post your email address and I'll send you the scenario file.
  4. If it's not too late, I'd love to try it out as well. This would be a major help to all Windows users and I'd like to help the development. My email address is jackmilner@gmail.com .
  5. Kelandon, you would want to use 'i = i - 1' in place of 'i = i + 1', since you are counting down from the original value of i. The code as it is would create an unending loop, not that it particularly matters. EDIT: typos
  6. I considered using SDFs, but then if the first character doubles back in a multi character party, switching places with another who is already standing on the special encounter, it will not trigger it a second time. This can lead to a failure to turn the SDF off, resulting in the ability to dig anywhere. EDIT: It is possible to use special encounters and SDFs, as long as the 'on' and 'off' switch special encounters are far enough apart (i.e. four spaces). In my case there wasn't enough space for this. Concerning the question about digging anywhere, the response "You can't dig here!" is just an action for the purposes of testing. It could easily be changed to "You dig here, but find nothing." in the future. Then again, you would then want to consider on which floor tiles would this be realistic, but that is beside the point. Thuryl, I should have thought of that before, thank you for waking me up.
  7. While playtesting a small part of my scenario today I got this error message, leading me to wonder why there should be a limit to the length of expressions. It may be an excessively cumbersome piece of script, but it was necessary because I had to cover a specific piece of ground (in case you're wondering, it's for a shovel ability). Code: beginstate 11; if(((char_on_loc(7,16) >= 0) && (char_on_loc(7,16) < 4)) || ((char_on_loc(7,15) >= 0) && (char_on_loc(7,15) < 4)) || ((char_on_loc(7,14) >= 0) && (char_on_loc(7,14) < 4)) || ((char_on_loc(7,13) >= 0) && (char_on_loc(7,13) < 4)) || ((char_on_loc(7,12) >= 0) && (char_on_loc(7,12) < 4)) || ((char_on_loc(6,17) >= 0) && (char_on_loc(6,17) < 4)) || ((char_on_loc(6,16) >= 0) && (char_on_loc(6,16) < 4)) || ((char_on_loc(6,15) >= 0) && (char_on_loc(6,15) < 4)) || ((char_on_loc(6,14) >= 0) && (char_on_loc(6,14) < 4)) || ((char_on_loc(6,13) >= 0) && (char_on_loc(6,13) < 4)) || ((char_on_loc(6,12) >= 0) && (char_on_loc(6,12) < 4)) || ((char_on_loc(6,11) >= 0) && (char_on_loc(6,11) < 4)) || ((char_on_loc(5,15) >= 0) && (char_on_loc(5,15) < 4)) || ((char_on_loc(5,14) >= 0) && (char_on_loc(5,14) < 4)) || ((char_on_loc(5,13) >= 0) && (char_on_loc(5,13) < 4)) || ((char_on_loc(5,12) >= 0) && (char_on_loc(5,12) < 4))) message_dialog("You can dig here!",""); else message_dialog("You can't dig here!","");break; Now it seems that I'll have to simplify it in some way, but I'm out of ideas. Is there any way I can get around this error?
  8. Instead of having a single graphic occupying the space you want the character to occupy, it might be easier to design the cage in terms of walls on the squares north, south, east and west of the character occupied square. Of course, this doesn't really help if you want anything other than a square cage, but it would be easier than fiddling around with te_second_icon commands. Another advantage is that the cage can be made as big as you want. As for walking through cages, it would be a relatively simple step from there to create a cage door graphic (or alternatively, allow characters to slip through the bars).
  9. It works, give or take a missed bracket. Nicely done. Not that this problem can really be helped, but the hours of darkness seem too short (since when has the sun risen at 1:00 AM outside of the arctic circle?).
  10. I must confess I didn't know about the % function, and now that I do it makes things simpler. However, your code in the form that it is does not work. All values are bizzarely set to 0, and I think 'totalminutes = daytick * 36 / 125;' may be the problem. While mathematically correct, avernumscript doesn't seem to cope with it. Neither does it help in any way to simply take an approximate value of 3.472 and multiply both sides by 1000 to give whole numbers - we then get negative numbers appearing for no apparent reason.
  11. Recently I thought about creating a clock by calculating the time in hours and minutes with a number from 0 to 5000 (dayticks). Eventually, I intend to create an item (e.g. a watch or magic item) with a custom ability which displays the time. From there, I can create quests with time limits. Here is my attempt so far in the scenario script: Code: beginstate START_STATE;dayticks = get_current_tick() - (what_day_of_scenario() * 5000);//Total minutes elapsed todaymins1 = (dayticks * 1000) / 3472;//Minutes to be displayedmins2 = mins1 - (hours * 60);//Hours to be displayedhours = mins1 / 60;//These are just here to help me test the thing.print_big_str("dayticks = ",dayticks,"");print_big_str("mins1 = ",mins1,"");print_big_str("mins2 = ",mins2,"");print_big_str("hours = ",hours,"");break; We know that there are 1440 minutes in a day (24*60). 3.472 (recurring) comes from 5000/1440. However, avernumscript doesn't like the decimal point sign and seems to want to round down variables which are not whole numbers. This means that there are about 27 hours in the day! '(dayticks * 1000) / 3472' shows my attempt to get around the decimal problem, which failed (setting all values to 0). Is there any way around this problem? Have others before me tried to do this? EDIT: I've reached the meaning of life!
  12. The hardest part for me is spending hours making detailed towns and dungeons, then finding that my plot is abysmal and unoriginal. As far as making up storylines go, I'm terrible. I suppose at first I wanted a framework around which I could learn how to code. Actually doing the scenario can be boring, but it's certainly easier.
  13. Quote: This means that the call te_can_look_at doesn't do a lot. I noticed this as well. It means that all of my custom terrains are searchable and I cannot change this by setting te_can_look_at = 0.
  14. After some tweaking it did work, but not before I had to create another new terrain specifically for terrain 495 to change into. Hopefully when this comes out it will be one of the most puzzle orientated dungeons around. In fact, I might even do a mine cart ride if that isn't too cliched...
  15. Bartering in Nethergate enabled you to sell items for more than you bought them for, so if you were really bored you could make money that way.
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