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Daravon

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Posts posted by Daravon

  1. That's very helpful, spyder. laugh

     

    As a sort of a follow up question: what about a call with parentheses and a "short" within them, say.. *picks a random call in the appendix*

    Code:
     void set_incidental_sound(short on_or_off) 
    what is with the "shorts" on the interiors of many calls' parentheses? What do I do with them?

     

    EDIT: coreyh, sadly I am a college student and am not able to do everything. Otherwise, I probably would read about C. cool

  2. Perhaps it is because I am such a neophyte to the world of programming, but it doesn't seem to be made clear whether or not one should type the words "void" and "short" as they are shown in the Documentation and Appendix. My first thought is "no" since they are not connected to the calls by underscores but, then again, they are shown with every single call and it is never explained outright whether they are needed (though it is explained what they mean).

  3. "it_icon_adjust" is how you want the game (BoA) to interpret the graphic that you choose. If you played the sample scenarios, you saw some color variants of some different graphics, or they were darker, lighter, tinted, inverted, color-swapped, etc (or a combination of a couple). That's what that it is. It just doesn't show up in the editor unless you also use "it_ed_icon_adjust". If it is not called or left at -1 I believe that no adjustment is made. (Similar calls are "cr_icon_adjust", "fl_icon_adjust", and "te_icon_adjust".)

     

    (This information is dependant on whether I have read the instructions correctly.)

  4. One thing that I have noticed is that "dungeons" may have little to no fights at all and may be intended to drive the story. For instance, a room in the dungeon may contain several tomes which explain in unabridged detail what the heck is going on, something that would be wholly unrealistic coming from dialogue.

     

    Secondly, the dungeon may be critical to the story and not just "the bad guy's fortress".

  5. Quote:
    Originally written by spyderbytes:
    As long as we're dreaming here... smile

    I'd like to have a call that re-inits all floors/terrains to their default state (as set in the editor). I just made a town with a dam, and it's MUCH different depending on whether the floodgates are opened or closed (about 3 dozen squares change--coulda been much worse, I guess, if I hadn't planned so carefully wink ).

    Going through all those squares and saying what they change to when the puzzle is solved was a pain, but understandably necessary. Going BACK through and saying, essentially, "now put it all back like it was when the party entered", in case they decide to undo what they did, seemed like more work than was really required. smile
    You could trying making some custom terrains/floors which you can just flip en masse when you need to. i dunno, would that work?
  6. I was wondering if anyone was going to incorporate this guy. He's kinda a neat concept as he seems to like making references to other scenarios. Perhaps he could start making references to other people's scenarios (besides Jeff's of course) in there own, and vice versa? Plus he seems to give out teensy little quests as well.

     

    Just a thought.

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