Jump to content

Devotion

Member
  • Posts

    31
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Devotion's Achievements

Articulate Vlish

Articulate Vlish (4/17)

  1. I attacked all the bandits (2 groups)...including the neutrals (manually) and still cannot complete the quest...Commander Diver just doesn't accept... Also where is the hidden entrance to Farrar's Keep? Can't seem to get to Malanchion either...he's like blocked by the guarded gate in Bargha.
  2. Geneforge 2 Editor --------------------------- This editor is based off of Croikle's Geneforge 1 editor. I just converted it to Geneforge 2. The entry point is the sign in the middle of the path between the "Alchemy lab (new game start point)" and the "Healing and Shaping hall" Here it is... (Feel free to add to it, with your own codes...it seems a bit incomplete...) So far the skills are a bit messed up...it will give you random abilities... RAPIDSHARE: Rapidshare- Download editor Please delete those other two posts...having forum problems. * USE AT YOUR OWN RISK * * ALWAYS KEEP A BACKUP OF GAME FILE * For convenience, here's a backup file. z0entrydlg backup Remove any numbers, spaces, or letters...and only leave "z0entrydlg". Note: can someone please fix the skills/abilities...its kind of beyond me for now. Remember...feel free to modify the editor.
  3. GENEFORGE 2 EDITOR ------------------------------------------ Based entirely on Croikle's Geneforge 1 editor. I only converted it to Geneforge 2. Entry point: the 2nd sign you see at first zone when you enter (new game). Middle of path from character start point to alchemy lab. Code (replace with original "SAVE A BACKUP OF ORIGINAL!!!" Click to reveal.. // z0entrydlg.txt begintalkscript; variables; begintalknode 1; state = -1; personality = 0; nextstate = -1; condition = 1; question = "special"; text1 = "GETTING AND USING ITEMS"; text2 = "To pick up an item, bring up the Getting Items window by pressing the Get button (which looks like a hand) or type 'g'. Click on an item to put it into your pack."; text3 = "Once an item is in your pack, to have your character equip it (wear armor or wield a weapon), click on it to pick it up. Move the item onto your character's large portrait and press the mouse button again to equip it."; text4 = "To remove a piece of armor or stop using a weapon, do the same thing in reverse. Click on it to pick it up and then click on your backpack area to drop it there."; begintalknode 2; state = -1; personality = 0; nextstate = -1; condition = 1; question = "special"; text1 = "You start to leave and realize that you probably shouldn't go out without a weapon and some armor. You should put on the armor on the counter."; text2 = "(To learn how to get and put on items, click on the book at the north end of the room to read it.)"; begintalknode 3; state = -1; personality = 0; nextstate = -1; condition = 1; question = "special"; text1 = "You start to leave and realize that you probably shouldn't go out without a weapon and some armor. You should put on the armor from the counter."; text2 = "(You have a weapon and/or armor in your pack. To put it on, pick it up by clicking on it. Then click on the large portrait of your character to equip it.)"; begintalknode 4; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,4) == 0; question = "special"; text1 = "You step out of the abandoned shop and get another good look at the road leading up to Drypeak. Unfortunately, it's as dry and barren as every other inch of the miserable journey up here."; text2 = "Drypeak is a hugely unsuccessful Shaper settlement. All of the Shapers' best efforts to create plants and animals that could thrive up here have resulted in failure. Thus, most of the shops and homes (like the one you spent the night in) are empty."; text3 = "Shanti, the agent you are a novice to, is waiting outside. She looks impatient. _Well, novice. I hope you have had a good, long sleep._ She places extra emphasis on the word _long._"; action = SET_SDF 0 4 1; begintalknode 5; state = -1; personality = 0; nextstate = -1; condition = (get_sdf(0,6) == 0) && (get_sdf(0,2) == 0); question = "special"; text1 = "This dusty road leads back the way you came. Someday, when your mission here is completed, you can return here to leave the valley. For now, however, your training will continue in the other direction."; action = SET_SDF 0 6 1; begintalknode 6; state = -1; personality = 0; nextstate = -1; question = "special"; text1 = "The worn writing on the sign is still legible:"; text2 = "_Venn's Alchemy_"; text3 = "_Potions and fine ingredients._"; text4 = "It looks like Venn was very thorough when he abandoned his shop."; begintalknode 7; state = -1; personality = 0; nextstate = 94; question = "special"; text1 = "The sign says:"; text2 = "_Drypeak Gates - South_"; text3 = "Use the editor if you want superpowers."; begintalknode 8; state = -1; personality = 0; nextstate = 140; question = "special"; text1 = "Wind and sand have worn this obelisk, but the writing is still clear:"; text2 = "Healing and Shaping Hall"; text3 = " West - Damaged and Rogue Creations"; text4 = " East - Injured Humans and Serviles"; begintalknode 9; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,7) == 0; question = "special"; text1 = "Though this chamber is abandoned and the essence pools in the alcoves are empty and cracked, you immediately recognize what this place is. It's a shaping hall."; text2 = "Shaper settlements are full of places like this, where they go about the business of using their powers to create, heal, and alter creatures. And, if necessary, destroy them."; text3 = "The clay Shapers use to mold life is called essence. It is a gooey, partially alive substance, warm, liquid, and charged with magic. A Shaper such as yourself has the ability to hold essence within your body to be used to make life later."; text4 = "If these vats were full, you could use them to recharge the supply of essence within yourself. Perhaps there is an intact store of essence farther in."; action = SET_SDF 0 7 1; begintalknode 10; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,8) == 0; question = "special"; text1 = "This is a shaping chamber. Here, Shapers can use their secret knowledge to take raw essence and work it into living things, strong and (usually) completely obedient."; text2 = "You are pleased to see that there is an intact essence pool in the back corner. When you are low on essence, standing near such a pool will refill you."; text3 = "Later, you will use essence to create creatures to serve you or to cast spells. When you cast spells that cost essence, you will eventually need to return to a pool like this one."; text4 = "However, when you make a creation, the essence you spend will be tied up keeping the creature alive. Essence spent making a creature won't come back until the creation dies or you reabsorb it."; action = SET_SDF 0 8 1; begintalknode 11; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,9) == 0; question = "special"; text1 = "This is an operating room, where wounded humans and serviles are brought to be cured. A trained Shaper can use magic and raw essence to alter a damaged person or even rebuild damaged body parts."; text2 = "Happily, there is an intact healing pool in the back corner of the room. Pools like this are semi-living creatures, programmed to cure wounded beings who stand nearby. If you are wounded, stand near such a pool to heal yourself."; text3 = "There is a hole in the roof above the pool, which enables sunlight to shine through. This light helps keep the pool fed and alive. However, without added nutrients, it will eventually dry up and die."; action = SET_SDF 0 9 1; begintalknode 12; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,10) == 0; question = "special"; text1 = "You enter a storeroom. Most of the equipment here is useless to an adventurer such as yourself. However, you are happy to see a living tool on the table."; text2 = "A living tool is exactly what it sounds like, a tentacled creature which is attuned to the wishes of whoever is holding it. You can use such a creature to unlock locked doors and manipulate machinery."; text3 = "You should get the living tool. Later, when you find a locked door or piece of misbehaving machinery, you will be given the option to use one or more tools on it."; text4 = "Unfortunately, waking and using a living tool tends to kill it. The higher your Mechanics skill is, the less living tools you will need to do any particular job."; action = SET_SDF 0 10 1; begintalknode 13; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,11) == 0; question = "special"; text1 = "Like most of the shops along the road to Drypeak, this smithy has been abandoned for several years. Some industrious soul has been tearing rocks out of the wall and carrying them off (probably for building materials)."; text2 = "Surprisingly, someone has left some javelins on the counter. They look new. Maybe they were forgotten by someone out hunting."; text3 = "(To use javelins, equip them like you did your dagger. In combat, click on a foe to throw a javelin.)"; action = SET_SDF 0 11 1; begintalknode 14; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,12) == 0; question = "special"; text1 = "There is a large rat cowering at the end of this path. A very large rat. It doesn't look like it wants to bother you, as long as you leave it alone."; text2 = "Giant rats didn't always exist. Then a careless wizard let one escape, and now they do. That is why Shapers never, ever let outsiders learn their secrets. The ability to create life comes with great responsibility."; text3 = "People using Shaper skills in irresponsible or forbidden ways tend to get killed very quickly."; action = SET_SDF 0 12 1; begintalknode 15; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,14) == 0; question = "special"; text1 = "You realize that, once again, you are not alone. There is a fyora in the clearing ahead, watching you."; text2 = "A fyora is a creation. It is a creature invented and improved by your people, for use as a scout or an attack dog. Since it is a creation, it should be naturally inclined to obey you."; text3 = "However, this creature does not seem servile to you at all. It doesn't look hostile either. It's just staring. It is an eerie feeling, being watched by a creation in this way. Creations have always obeyed you mindlessly before."; text4 = "Drypeak was supposed to be a quiet, mostly abandoned settlement. Why is a rogue wandering around? Strange. And dangerous."; action = SET_SDF 0 14 1; begintalknode 16; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,18) == 0; question = "special"; text1 = "A suit of chitin armor and a knife have been left on the counter for you. You should get and equip them before you enter the dangerous lands ahead."; text2 = "To equip them, you'll first have to pick them up. Press the get button (pictured above) or type 'g'. Then click on an item to get it."; action = SET_SDF 0 18 1; code = set_dialogue_pic(190); break; begintalknode 17; state = -1; personality = 0; nextstate = -1; condition = 1; question = "special"; text1 = "Now that you have an item (the armor or the dagger), start using it by equipping it. Click on it to pick it up. The cursor will turn into the item. Then click on the big character portrait to equip it."; text2 = "Later, you can click on the item again to take it off. (You'll probably want to replace it with something better.) Once the item is picked up again, click on the backpack area (labeled above) to return it to your pack."; code = set_dialogue_pic(191); break; begintalknode 18; state = -1; personality = 0; nextstate = -1; condition = 1; question = "special"; text1 = "Use the party roster area to select and get information on you and your creations. Click a character (or type '1'-'8') to select it. You will then see more information on that character, such as how much health and spell energy it has."; text2 = "Sometimes, you will want to select all your characters. Type '0' to do this."; text3 = "VERY USEFUL TIP: You can also select multiple characters by moving the cursor onto the terrain, holding the mouse button down, and dragging the cursor. This _draws a box_. When you release the mouse button, you will select every character inside the box."; code = set_dialogue_pic(196); break; begintalknode 19; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,21) == 0; question = "special"; text1 = "You have reached the end of this area, the first of over eighty in Geneforge 2 (and 21 in the demo). When you are ready to move on, step on the area shaded blue."; text2 = "You will then be on the world map. To travel to a new region, click on it, and then click on Travel. To make things easier, the next section will be automatically selected for you."; text3 = "In the next section, you will learn about spells and combat. Good luck! Your adventures are just beginning!"; action = SET_SDF 0 21 1; code = set_dialogue_pic(211); break; begintalknode 20; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,22) == 0; question = "special"; text1 = "Now that you have made some progress, you should save the game. Saving the game creates a _snapshot_ of your progress. Later, you can load the saved game and continue where you left off."; text2 = "To save the game, press the disk button (pictured above) and select Save. On the save game window, type a name for your saved game and click the Check button. You have recorded your progress!"; text3 = "Later, to load a saved game, press the disk button, select Load Game, and select your saved game. You can then keep going. This can be very useful if you died."; text4 = "Save often. You never know when you might get killed. The game saves for you (save file: Autosave) automatically whenever you enter a new area."; action = SET_SDF 0 22 1; code = set_dialogue_pic(210); break; begintalknode 21; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,23) == 0; question = "special"; text1 = "Some items you find (like the metal bowl on the table) will be useless. Some won't. Fortunately, if you want to get rid of something you're carrying, it's easy."; text2 = "To put an item on the ground, grab the item by clicking on it, and then click on the ground."; action = SET_SDF 0 23 1; code = set_dialogue_pic(214); break; begintalknode 30; state = -1; personality = 0; nextstate = 30; condition = 1; question = "Shanti"; text1 = "Shanti, your teacher, walks over to you. She is wearing the studded leather armor favored by Agents, excellent for stealth and quick travel."; text2 = "She wears a long, wicked curved blade at her belt. She also wears a peculiar necklace, a series of polished fangs on a leather thong. She tends to idly finger it when deep in thought."; text3 = "Shanti looks impatient to get going. _You're well rested, I hope? I want to get to Drypeak soon. The sooner we get this job done and back to civilization, the better._"; text4 = "(You are now in a conversation. To respond to a character, select one of the options below. You can also type the number by a response to select it.)"; begintalknode 31; state = 30; personality = 0; nextstate = -1; condition = 1; question = "How far are we from Drypeak?"; text1 = "_Not far, I think. Just a few more miles of abandoned buildings and sand in our eyes._"; begintalknode 32; state = 30; personality = 0; nextstate = -1; condition = 1; question = "What is our job?"; text1 = "Shanti looks amused. _Our job, you say? My job. My job is to check on Drypeak, meet with Zakary and Barzahl, and get out of here._"; text2 = "_Your job, young apprentice, is to follow me, do what I say, and try to learn something about field work. And if you could try not to do any harm, that would be a great, great help._"; begintalknode 33; state = 30; personality = 0; nextstate = -1; condition = 1; question = "What should I do now?"; text1 = "_Follow me. I'll scout ahead._"; begintalknode 50; state = -1; personality = 0; nextstate = 50; condition = 1; question = "Shanti"; text1 = "Shanti stops you. _Wait. This is a good chance for you to do something._"; begintalknode 51; state = 50; personality = 0; nextstate = 51; condition = 1; question = "What should I do?"; text1 = "Shanti points at the entryway to the south. _That ruin looks interesting. You go in there, investigate, and see what you find. Maybe you can get some extra supplies for us._"; begintalknode 52; state = 51; personality = 0; nextstate = -1; condition = 1; question = "Why do we need more supplies? Don't we have enough?"; text1 = "_Enough? What is enough? When things get dangerous, everything you can have, that is enough._"; text2 = "For a moment, just a moment, Shanti's supremely confident demeanor wavers. _There is something bothering me about this place. Something doesn't feel right. And when things don't seem right, I gather as much equipment as possible._"; begintalknode 53; state = 51; personality = 0; nextstate = -1; condition = 1; question = "What if I meet something dangerous in there?"; text1 = "Shanti laughs. _Well, running is an option. As is fighting. And being devoured is, of course, one of the paths you could choose._"; begintalknode 54; state = 51; personality = 0; nextstate = -1; condition = 1; question = "Why are there so many ruins and abandoned shops?"; text1 = "_Well, when our kind tries to settle an area, we generally have to create the whole ecology from scratch. We make the plants, the animals, the birds, put everything together to make the area work._"; text2 = "_But sometimes, we just can't do it. We can't make creatures and plants that live there. And when we do, there's no point in staying._"; text3 = "_It is unfortunate. But that is what happened here. Now it's just a dusty forgotten settlement, and the Shaper Council only rarely remembers it. And when they do, an Agent is sent to check up on them._"; begintalknode 60; state = -1; personality = 0; nextstate = 60; condition = 1; question = "Shanti"; text1 = "Shanti stops you. She looks sweaty and very slightly unnerved. _I've been scouting ahead. This is not right. There are rogues in this area. I think I may need to give you some combat training earlier than I planned. And some advice as well._"; begintalknode 61; state = 60; personality = 0; nextstate = -1; condition = get_flag(0,16) == 0;; question = "I am ready for training."; text1 = "One of the first things you learned in your training was how to focus, so that you could be taught things very quickly with almost no need for repeating."; text2 = "You can learn very quickly, but are taught very little. The Shapers are very, very slow to teach initiates anything. That is why it is a pleasant surprise that Shanti is teaching you an actual skill. _Listen carefully. This is something you should know._"; text3 = "Shanti explains to you the techniques and magical twists and turns you will need to create a new sort of creation. It is a worm called an Artila. It is a fragile creature but able to spit globs of acid that can do considerable damage."; text4 = "Shanti teaches you a spell called Daze. It sends forth motes of essence which perplexes a foe, temporarily keeping it from acting. _If you are outnumbered, use this spell to perplex excess enemies while you deal with the others._"; text5 = "Shanti teaches you a series of battle techniques, which will enable you to react more quickly and deflect enemy attacks. _Your blade will be more sure now, and you will be able to evade the blows of enemies._"; code = set_flag(0,16,1); clear_strings(); add_string(1); add_string(2); if (creature_type(pc_num()) == 0) { add_string(3); alter_stat(88,1); } else if (creature_type(pc_num()) == 3) { add_string(5); alter_stat(6,1); alter_stat(7,1); } else { add_string(4); alter_stat(50,1); } break; begintalknode 62; state = 60; personality = 0; nextstate = -1; condition = 1; question = "What did you find ahead of us?"; text1 = "_More ruins. More dead trees. And rogues, I think. I caught the stink of them. Go north, and you will be near them._"; text2 = "_You will find a building just before the rogues. Inside, I left some books for you. They will explain magic for you. You may find them useful. There are also healing and essence pools. Those will be very useful._"; begintalknode 63; state = 60; personality = 0; nextstate = -1; condition = 1; question = "What advice do you have for me?"; text1 = "_You are a Shaper. Fragile. Easy to abuse. Your power comes from your creations. You should create a thahd or two to protect you as soon as you can. Avoid contact with foes, and burn them down with magic when your creations aren't adequate."; text2 = "(In the next section, you will learn how to create and improve creations.)"; text3 = "_You are an Agent like me, an honorable and brave path to follow. We rely on our blades and, more importantly, our magic. You will live or die based on your spells. The Firebolt spell will, I suspect, be very valuable to you very soon._"; text4 = "(In the next section, you will learn how to cast spells.)"; text5 = "_You are a Guardian, a defender of the Shapers. You will rely on crude weaponry, missiles and hand to hand, to slay foes. Remember, however, that you can also make creations. Sometimes the swarms will be too much for your blade._"; text6 = "(In the next section, you will learn how to create and improve creations.)"; code = clear_strings(); if (creature_type(pc_num()) == 0) { add_string(1); add_string(2); } else if (creature_type(pc_num()) == 3) { add_string(5); add_string(6); } else { add_string(3); add_string(4); } break; begintalknode 64; state = 60; personality = 0; nextstate = 61; condition = 1; question = "What should I do now?"; text1 = "_You will follow me. If there are rogues, and I think there are, we will need to kill them. It's our responsibility. The ones I miss, you will slay._"; begintalknode 65; state = 60; personality = 0; nextstate = -1; condition = get_flag(0,16) == 0; question = "I am ready to proceed."; text1 = "_All right. I'll move ahead and kill anything even mildly threatening. I'll try to leave a few of the weaker rogues so you can sharpen your skills. Try not to get too maimed._"; text2 = "She rests her hand lightly on the pommel of her blade and walks quickly off to the north. You suspect that she's looking forward to what's about to happen."; action = END_TALK; begintalknode 66; state = 61; personality = 0; nextstate = -1; condition = get_flag(0,17) == 0; question = "Why don't I stay with you? Maybe you'll need the help."; text1 = "Shanti laughs. It's not a kind laugh. _Oh, you're so sweet. It's a nice offer, but I can shred a few rogues much more easily without having to worry about you._"; action = SET_SDF 0 17 1; begintalknode 67; state = 61; personality = 0; nextstate = -1; condition = get_flag(0,17) == 0; question = "All right. Lead on. I'll kill what I can."; text1 = "Shanti nods. _That's the right spirit. Remember, our kind are the masters of our creations. We must never let them resist us, never allow them to throw off our control. If they do, they must be erased. Otherwise, all will be chaos._"; action = SET_SDF 0 17 1; begintalknode 68; state = 61; personality = 0; nextstate = -1; condition = get_flag(0,17) == 0; question = "There are rogues blocking the way ahead? Maybe we should turn around and go home."; text1 = "Shanti frowns. _Are you mad? You are of the Shapers. You are a master of creations. Even if we did not have a mission, and we do, our honor and our laws demand that rogues be destroyed._"; text2 = "_Straighten your spine, and prepare. Remember, we must never let our creations resist us, never allow them to throw off our control. If they do, they must be erased. Otherwise, all will be chaos._"; action = SET_SDF 0 17 1; begintalknode 80; state = -1; personality = 0; nextstate = -1; condition = 1; question = ""; text1 = "The gravestone is very worn. The inscription is unreadable."; begintalknode 81; state = -1; personality = 0; nextstate = -1; condition = 1; question = ""; text1 = "The gravestone says:"; text2 = "FANZREN - Loyal Shaper. Made mistake. Eaten."; text3 = "The date of death is about twenty years ago."; begintalknode 90; state = -1; personality = 0; nextstate = 90; condition = 1; question = "special"; text1 = "You stand on the road leading out of these mountains. It is but a three days' walk to the next city and a quick, easy journey from there to the Shaper Council."; text2 = "You are sorely tempted to leave this dangerous land. However, your work is not yet complete. Your orders are to find and speak with Zakary and Barzahl."; text3 = "Until you have either done that or found proof that it is impossible, you can't bring yourself to go home. To not complete your task would mean a quick and humiliating end to your training."; text4 = "You have done much in these mountains. Is it time for you to leave?"; code = if ((get_flag(100,10) == 0) && (get_flag(101,2) == 0)) remove_string(4); else { remove_string(2); remove_string(3); } break; begintalknode 91; state = 90; personality = 0; nextstate = -1; condition = get_flag(100,10) > 0 || get_flag(101,2) > 0; question = "Stay here."; text1 = "You turn back. It's not time to leave these mountains. Not yet, anyway."; action = END_TALK; begintalknode 92; state = 90; personality = 0; nextstate = -1; condition = get_flag(100,10) > 0 || get_flag(101,2) > 0; question = "Return to the Shaper Council."; text1 = "You decide that you have done all that you can here. It is time. You start to walk down the path, heading home."; action = END_TALK; code = set_flag(100,29,1); erase_char(pc_num()); break; //Editor 43 = 107 begintalknode 93; state = 94; personality = 0; nextstate = 95; condition = 1; question = "Use the editor."; text1 = "A panel folds down on the obelisk and list of options glows behind it."; text2 = "Because Geneforge only allows 199 talk nodes in each area, not all of the editor is here."; text3 = "You can change your skills, spells, creations known, and money here, and also add experience. For items, go to either of the obelisks outside the Ruined School in the Bandit Woods."; begintalknode 94; state = 95; personality = 0; nextstate = -1; condition = 1; question = "Recharge."; text1 = "Power flows out from the obelisk and energizes you."; code = heal_char(0,2000); restore_energy_char(0,3000); heal_char(1,2000); restore_energy_char(1,3000); heal_char(2,2000); restore_energy_char(2,3000); heal_char(3,2000); restore_energy_char(3,3000); heal_char(4,2000); restore_energy_char(4,3000); heal_char(5,2000); restore_energy_char(5,3000); heal_char(6,2000); restore_energy_char(6,3000); heal_char(7,2000); restore_energy_char(7,3000); break; begintalknode 95; state = 95; personality = 0; nextstate = 96; condition = 1; question = "Change skills."; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_Which type of skill would you like to change?_"; begintalknode 96; state = 96; personality = 0; nextstate = 97; condition = 1; question = "Basic."; text1 = "_Which skill?_"; begintalknode 97; state = 97; personality = 0; nextstate = 98; condition = 1; question = "Strength."; text1 = "_How much adjustment?_"; code = set_flag(1,12,0); break; begintalknode 98; state = 98; personality = 0; nextstate = 99; condition = get_stat(get_sdf(1,12)) > 2; question = "-2"; text1 = "It has been reduced by 2."; code = alter_stat(get_sdf(1,12),-2); break; begintalknode 98; state = 98; personality = 0; nextstate = 99; condition = get_stat(get_sdf(1,12)) > 1; question = "-1"; text1 = "It has been reduced by 1."; code = alter_stat(get_sdf(1,12),-1); break; begintalknode 99; state = 98; personality = 0; nextstate = 99; condition = 1; question = "No change."; text1 = "The writing fades."; begintalknode 100; state = 98; personality = 0; nextstate = 99; condition = 1; question = "+1"; text1 = "It has been increased by 1."; code = alter_stat(get_sdf(1,12),1); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),500); else if (get_sdf(1,12) == 3) heal_char(pc_num(),500); break; begintalknode 101; state = 98; personality = 0; nextstate = 99; condition = 1; question = "+2"; text1 = "It has been increased by 2."; code = alter_stat(get_sdf(1,12),2); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),500); else if (get_sdf(1,12) == 3) heal_char(pc_num(),500); break; begintalknode 102; state = 98; personality = 0; nextstate = 99; condition = 1; question = "+3"; text1 = "It has been increased by 3."; code = alter_stat(get_sdf(1,12),3); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),500); else if (get_sdf(1,12) == 3) heal_char(pc_num(),500); break; begintalknode 103; state = 98; personality = 0; nextstate = 99; condition = 1; question = "+4"; text1 = "It has been increased by 4."; code = alter_stat(get_sdf(1,12),4); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),500); else if (get_sdf(1,12) == 3) heal_char(pc_num(),500); break; begintalknode 104; state = 98; personality = 0; nextstate = 99; condition = 1; question = "+30 (max it at 30)"; text1 = "It has been increased by 30."; code = alter_stat(get_sdf(1,12),30); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),2000); else if (get_sdf(1,12) == 3) heal_char(pc_num(),2000); break; begintalknode 105; state = 98; personality = 0; nextstate = 99; condition = 1; question = "Dexterity."; text1 = "_How much adjustment?_"; code = set_flag(1,12,1); break; begintalknode 106; state = 97; personality = 0; nextstate = 98; condition = 1; question = "Intelligence."; text1 = "_How much adjustment?_"; code = set_flag(1,12,2); break; begintalknode 107; state = 97; personality = 0; nextstate = 98; condition = 1; question = "Endurance."; text1 = "_How much adjustment?_"; code = set_flag(1,12,3); break; begintalknode 108; state = 96; personality = 0; nextstate = 100; condition = 1; question = "Combat."; text1 = "_Which skill?_"; begintalknode 109; state = 100; personality = 0; nextstate = 101; condition = 1; question = "Melee weapons."; text1 = "_How much adjustment?_"; code = set_flag(1,12,4); break; begintalknode 110; state = 101; personality = 0; nextstate = 99; condition = get_stat(get_sdf(1,12)) > 1; question = "-2"; text1 = "It has been reduced by 2."; code = alter_stat(get_sdf(1,12),-2); break; begintalknode 111; state = 101; personality = 0; nextstate = 99; condition = get_stat(get_sdf(1,12)) > 0; question = "-1"; text1 = "It has been reduced by 1."; code = alter_stat(get_sdf(1,12),-1); break; begintalknode 112; state = 101; personality = 0; nextstate = 99; condition = 1; question = "No change."; text1 = "The writing fades."; begintalknode 113; state = 101; personality = 0; nextstate = 99; condition = 1; question = "+1"; text1 = "It has been increased by 1."; code = alter_stat(get_sdf(1,12),1); break; begintalknode 114; state = 101; personality = 0; nextstate = 99; condition = 1; question = "+2"; text1 = "It has been increased by 2."; code = alter_stat(get_sdf(1,12),2); break; begintalknode 115; state = 101; personality = 0; nextstate = 99; condition = 1; question = "+3"; text1 = "It has been increased by 3."; code = alter_stat(get_sdf(1,12),3); break; begintalknode 116; state = 101; personality = 0; nextstate = 99; condition = 1; question = "+4"; text1 = "It has been increased by 4."; code = alter_stat(get_sdf(1,12),4); break; begintalknode 117; state = 101; personality = 0; nextstate = 99; condition = 1; question = "+30 (max it at 30)"; text1 = "It has been increased by 30."; code = alter_stat(get_sdf(1,12),30); break; begintalknode 118; state = 100; personality = 0; nextstate = 101; condition = 1; question = "Missile weapons."; text1 = "_How much adjustment?_"; code = set_flag(1,12,5); break; begintalknode 119; state = 100; personality = 0; nextstate = 101; condition = 1; question = "Quick action."; text1 = "_How much adjustment?_"; code = set_flag(1,12,6); break; begintalknode 120; state = 100; personality = 0; nextstate = 101; condition = 1; question = "Anatomy."; text1 = "_How much adjustment?_"; code = set_flag(1,12,7); break; begintalknode 121; state = 96; personality = 0; nextstate = 102; condition = 1; question = "Magic."; text1 = "_Which skill?_"; begintalknode 122; state = 102; personality = 0; nextstate = 101; condition = 1; question = "Battle magic."; text1 = "_How much adjustment?_"; code = set_flag(1,12,9); break; begintalknode 123; state = 102; personality = 0; nextstate = 101; condition = 1; question = "Mental magic."; text1 = "_How much adjustment?_"; code = set_flag(1,12,10); break; begintalknode 124; state = 102; personality = 0; nextstate = 101; condition = 1; question = "Blessing magic."; text1 = "_How much adjustment?_"; code = set_flag(1,12,11); break; begintalknode 125; state = 102; personality = 0; nextstate = 101; condition = 1; question = "Spellcraft."; text1 = "_How much adjustment?_"; code = set_flag(1,12,12); break; begintalknode 126; state = 96; personality = 0; nextstate = 39; condition = 1; question = "Shaping."; text1 = "_Which skill?_"; begintalknode 127; state = 103; personality = 0; nextstate = 101; condition = 1; question = "Fire Shaping."; text1 = "_How much adjustment?_"; code = set_flag(1,12,15); break; begintalknode 128; state = 103; personality = 0; nextstate = 101; condition = 1; question = "Battle Shaping."; text1 = "_How much adjustment?_"; code = set_flag(1,12,16); break; begintalknode 129; state = 103; personality = 0; nextstate = 101; condition = 1; question = "Magic Shaping."; text1 = "_How much adjustment?_"; code = set_flag(1,12,17); break; begintalknode 130; state = 103; personality = 0; nextstate = 101; condition = 1; question = "Healing Craft."; text1 = "_How much adjustment?_"; code = set_flag(1,12,18); break; begintalknode 131; state = 96; personality = 0; nextstate = 104; condition = 1; question = "General."; text1 = "_Which skill?_"; begintalknode 132; state = 104; personality = 0; nextstate = 101; condition = 1; question = "Leadership."; text1 = "_How much adjustment?_"; code = set_flag(1,12,20); break; begintalknode 133; state = 104; personality = 0; nextstate = 101; condition = 1; question = "Mechanics."; text1 = "_How much adjustment?_"; code = set_flag(1,12,21); break; begintalknode 134; state = 104; personality = 0; nextstate = 101; condition = 1; question = "Luck."; text1 = "_How much adjustment?_"; code = set_flag(1,12,22); break; begintalknode 135; state = 95; personality = 0; nextstate = 105; condition = 1; question = "Change spells. (includes healing)"; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_Which type of spell would you like to change?_"; begintalknode 136; state = 105; personality = 0; nextstate = 106; condition = 1; question = "Battle."; text1 = "_Which spell?_"; begintalknode 137; state = 106; personality = 0; nextstate = 101; condition = 1; question = "Firebolt."; text1 = "_How much adjustment?_"; code = set_flag(1,12,40); break; begintalknode 138; state = 106; personality = 0; nextstate = 101; condition = 1; question = "Searer."; text1 = "_How much adjustment?_"; code = set_flag(1,12,41); break; begintalknode 139; state = 106; personality = 0; nextstate = 101; condition = 1; question = "Searing Orbs."; text1 = "_How much adjustment?_"; code = set_flag(1,12,42); break; begintalknode 140; state = 105; personality = 0; nextstate = 107; condition = 1; question = "Mental."; text1 = "_Which spell?_"; begintalknode 141; state = 107; personality = 0; nextstate = 101; condition = 1; question = "Unlock."; text1 = "_How much adjustment?_"; code = set_flag(1,12,45); break; begintalknode 142; state = 107; personality = 0; nextstate = 101; condition = 1; question = "Terror."; text1 = "_How much adjustment?_"; code = set_flag(1,12,46); break; begintalknode 143; state = 107; personality = 0; nextstate = 101; condition = 1; question = "Dominate."; text1 = "_How much adjustment?_"; code = set_flag(1,12,47); break; begintalknode 144; state = 105; personality = 0; nextstate = 108; condition = 1; question = "Blessing."; text1 = "_Which spell?_"; begintalknode 145; state = 108; personality = 0; nextstate = 101; condition = 1; question = "War Blessing."; text1 = "_How much adjustment?_"; code = set_flag(1,12,50); break; begintalknode 146; state = 108; personality = 0; nextstate = 101; condition = 1; question = "Speed."; text1 = "_How much adjustment?_"; code = set_flag(1,12,51); break; begintalknode 147; state = 108; personality = 0; nextstate = 101; condition = 1; question = "Mass Energize."; text1 = "_How much adjustment?_"; code = set_flag(1,12,52); break; begintalknode 148; state = 105; personality = 0; nextstate = 109; condition = 1; question = "Healing."; text1 = "_Which spell?_"; begintalknode 149; state = 109; personality = 0; nextstate = 101; condition = 1; question = "Heal."; text1 = "_How much adjustment?_"; code = set_flag(1,12,55); break; begintalknode 150; state = 109; personality = 0; nextstate = 101; condition = 1; question = "Cure Effects."; text1 = "_How much adjustment?_"; code = set_flag(1,12,56); break; begintalknode 151; state = 109; personality = 0; nextstate = 101; condition = 1; question = "Mass Restore."; text1 = "_How much adjustment?_"; code = set_flag(1,12,57); break; begintalknode 152; state = 95; personality = 0; nextstate = 110; condition = 1; question = "Change creations."; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_Which type of creation would you like to change?_"; begintalknode 153; state = 110; personality = 0; nextstate = 111; condition = 1; question = "Fire."; text1 = "_Which one?_"; begintalknode 154; state = 111; personality = 0; nextstate = 101; condition = 1; question = "Fyora."; text1 = "_How much adjustment?_"; code = set_flag(1,12,60); break; begintalknode 155; state = 111; personality = 0; nextstate = 101; condition = 1; question = "Roamer."; text1 = "_How much adjustment?_"; code = set_flag(1,12,61); break; begintalknode 156; state = 111; personality = 0; nextstate = 101; condition = 1; question = "Drayk."; text1 = "_How much adjustment?_"; code = set_flag(1,12,62); break; begintalknode 157; state = 110; personality = 0; nextstate = 112; condition = 1; question = "Battle."; text1 = "_Which one?_"; begintalknode 158; state = 112; personality = 0; nextstate = 101; condition = 1; question = "Thahd."; text1 = "_How much adjustment?_"; code = set_flag(1,12,63); break; begintalknode 159; state = 112; personality = 0; nextstate = 101; condition = 1; question = "Clawbug."; text1 = "_How much adjustment?_"; code = set_flag(1,12,64); break; begintalknode 160; state = 112; personality = 0; nextstate = 101; condition = 1; question = "Battle Alpha."; text1 = "_How much adjustment?_"; code = set_flag(1,12,65); break; begintalknode 161; state = 110; personality = 0; nextstate = 113; condition = 1; question = "Magic."; text1 = "_Which one?_"; begintalknode 162; state = 113; personality = 0; nextstate = 101; condition = 1; question = "Artila."; text1 = "_How much adjustment?_"; code = set_flag(1,12,66); break; begintalknode 163; state = 113; personality = 0; nextstate = 101; condition = 1; question = "Vlish."; text1 = "_How much adjustment?_"; code = set_flag(1,12,67); break; begintalknode 164; state = 113; personality = 0; nextstate = 101; condition = 1; question = "Glaahk."; text1 = "_How much adjustment?_"; code = set_flag(1,12,68); break; begintalknode 165; state = 110; personality = 0; nextstate = 101; condition = 1; question = "Ornk."; text1 = "_How much adjustment?_"; code = set_flag(1,12,69); break; begintalknode 166; state = 95; personality = 0; nextstate = 114; condition = 1; question = "Add experience."; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_How much?_"; text3 = "Note: Don't try to add experience once it's topped out at 30000(level 31). If you do, your experience goes negative."; begintalknode 167; state = 114; personality = 0; nextstate = 99; condition = 1; question = "A little."; text1 = "You feel more experienced."; code = award_party_xp(20,20); break; begintalknode 168; state = 114; personality = 0; nextstate = 99; condition = 1; question = "More."; text1 = "You feel more experienced."; code = award_party_xp(200,20); break; begintalknode 169; state = 114; personality = 0; nextstate = 99; condition = 1; question = "A lot."; text1 = "You feel more experienced."; code = award_party_xp(1000,20); award_party_xp(10,20); award_party_xp(10,20); break; begintalknode 170; state = 114; personality = 0; nextstate = 99; condition = 1; question = "A freakin' huge amount."; text1 = "You feel way more experienced."; code = award_party_xp(4000,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); break; begintalknode 171; state = 95; personality = 0; nextstate = 115; condition = 1; question = "Change money."; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_Change it by how much?_"; text4 = "The maximum is 30000. Once it gets there, you can't change it except by adding 5000, which sets it back to 0."; begintalknode 172; state = 115; personality = 0; nextstate = 99; condition = 1; question = "Don't add any."; text1 = "Nothing happens."; begintalknode 173; state = 115; personality = 0; nextstate = 99; condition = 1; question = "Add 100."; text1 = "Your purse feels heavier."; code = change_coins(100); break; begintalknode 174; state = 115; personality = 0; nextstate = 99; condition = 1; question = "Add 500."; text1 = "Your purse feels heavier."; code = change_coins(500); break; begintalknode 175; state = 115; personality = 0; nextstate = 99; condition = 1; question = "Add 1000."; text1 = "Your purse feels a lot heavier."; code = change_coins(1000); break; begintalknode 176; state = 115; personality = 0; nextstate = 99; condition = 1; question = "Add 5000."; text1 = "Your purse feels way heavier. It's about time to trade it in for a sack."; code = change_coins(5000); break; begintalknode 177; state = 115; personality = 0; nextstate = 99; condition = 1; question = "Don't add any."; text1 = "Nothing happens."; begintalknode 178; state = 99; personality = 0; nextstate = -1; condition = 1; question = "OK."; text1 = "Use it again?"; begintalknode 179; state = 95; personality = 0; nextstate = -1; condition = 1; question = "Leave it."; text1 = "It folds up remarkably quickly, and in a few seconds it is indistinguishable from a normal obelisk."; action = END_TALK; begintalknode 180; state = 94; personality = 0; nextstate = -1; condition = 1; question = "Leave it."; text1 = "You regretfully walk away, knowing how much power it could give you."; action = END_TALK;
  4. Delete this post please
  5. Thanks! I will get right too work with modding now
  6. Thank you so much! Now I know how to make item lists. Might I suggest RapidShare for uploading? Or...you could copy and paste the list on a post. Wasn't there a Geneforge 2 strategy central? (sorry for any trouble that was caused)
  7. I guess I could base it off of the results I get using a self-made item editor...just need the script needed to add items. (Looks like Geneforge 2 modding has faded...)
  8. Is there an item list for G2? (I seem to remember one a long time ago...) and Ability/stats list? Also what weapons are not used by npcs at all? (need a weapon that will not be used against me )
  9. ok, thanks to both of you! (sorry for being a bit confusing...)
  10. I'm kind of new to scripting BOA but have read the guides and still am having trouble with how to have multiple characters have their own dialogue (the third guy doesn't talk much just says "OK.", also can someone help me in how to script opening doors when you talk to a certain person? Here's the code if you need it...(just a basic mod.) Click to reveal.. begintalkscript; variables; begintalknode 1; state = -1; nextstate = 1; question = "Janitor"; text1 = "You meet the Janitor of these Barracks. _What do you want, friend?_"; begintalknode 2; state = 1; nextstate = 2; question = "Where am I supposed to go?"; text1 = "_What I heard was that you were to meet up with the General at the Training Camp_"; begintalknode 3; state = 2; nextstate = -1; question = "Where is the Training Camp?"; text1 = "_It is not to far from here, just a little to the North_"; begintalknode 4; state = 1; nextstate = 3; question = "What do you do here?"; text1 = "_I clean and organize things here_"; begintalknode 5; state = 3; nextstate = -1; question = "Do you have a hard time?"; text1 = "_Mostly no, but It can get frustrating at times_"; begintalknode 6; state = -1; nextstate = 4; question = "Chef"; text1 = "You meet the Chef of the Barracks. _As you see I am quite busy right now, but anyways...what can I do for you?_"; begintalknode 7; state = 4; nextstate = -1; question = "Can I buy some food?"; text1 = "You conclude your business"; code = begin_shop_mode("Chef's Wares","Food carefully prepared at a slightly high price.",5,3,-1); break; begintalknode 8; state = -1; nextstate = 5; question = "Official"; text1 = "You meet the Official of the Barracks. _Hello, how may I help you?_"; begintalknode 9; state = 5 ; nextstate = 6; question = "Can I pass through the door?"; text1 = "He checks you out on his check-out paper and then asks the guards to unlock the door. _Ok now you may pass_";
  11. Just asking but...is there a way to mod weapons or change your main characters health and essence in Geneforge? I don't see a gfitemschars like in the other ones...
  12. k thanks! (as I said in the other reply).
×
×
  • Create New...