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Seasons of Destiny

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Everything posted by Seasons of Destiny

  1. It might be because you didn't test it, or that I just made a minute mistake somewhere, but she refuses to make me die when she dies in the boss fight before the whole teleportation/collapse scene (and yes, I followed those three changes that you listed, as well as the added code in the START_SCEN_STATE). To think that I thought I had coding down, and then I just had to add the NPC...
  2. Huh, I guess I forgot about the number changing when a NPC joins the party... Anywho, I greatly appreciate the help you guys are providing. I really hope we can find out why the script is being so naughty before Friday, but if it takes that long I'll be sure to send you a copy, Kel. (and this time I'll remember to attach the scenario to the first email. ) Oh, and Nikki, by "you getting it to work", do you mean that you got the death code to actually start when she was killed by a creature?
  3. Once you (or said person with joinable NPC experience) can find out what is the matter with the script(s), I'll be sure to make the adjustments (although I'll back up the scenario and give your idea a try). Edit: One thing I see that might go wrong would be that I actually have two Mari's in the town. The first one gets erased in the boss battle, and then the second Mari (who is located at the edge of the town) is teleported into the corner, unconcious (to make it look like the original Mari was teleported into the corner of the room). I'm just concerned by the fact that erasing the character would cause the char_ok() to return false, causing the death code to start. Edit 2: Strange... still no response. Here's the code I added to the scenario script just in case you're wondering what isn't working (minus the indentations of course): Quote: if(get_flag(12,12) == 1) { if(char_ok(17) { end(); } else { message_dialog("You see Mari striken down by a foe. You are very easy to dispatch in your grief-striken state.",""); kill_char(1000,2,0); end(); } } else { end(); } break;
  4. Okay, I sent you the scenario. Be warned, in my haste to send it, I sent an email without the scenario attached, and the second email wouldn't allow me to attach the folder itself (so I just sent all the files inside said folder). And to Kelandon: that may shed a little light onto the situation, because if worse comes to worse and Nikki can't figure out what is wrong, I can just try and use parts of Phaedra's DEAD_STATE. I would be surprised if it worked, but it would be worth a try...
  5. This script continues to taunt me... I did what you recommended and both temporarily took out the death code, permanently took out the flag, and added in "print_num(1);". I let the boss kill her: no one in sight. I kill her myself: big pink one in the text area... Is there something else I might be doing wrong, because I can't really think of anything else...
  6. I intended that encounter to be similar to Babysitting in that once your sister dies in battle, you also die (which is why I wasn't too interested with it in the first place). Regarding your edit, I think I ended up taking it out since it failed to work even then (my memory is a little foggy, so I'm not sure as to whether it didn't work when I killed her to test it, or when I had a creature kill her to test it). After it failed to work then, I then did the whole "run_town_script" and the death code in the town script to see if that then would work. I guess I'll take the "cantdie" script's DEAD_STATE, change the SDF from (1,4) to something I haven't used yet, switch the "end_scenario" to "kill_char", and then switch it with the faulty DEAD_STATE of my own NPC to see if it works then. If it fails again, then I'll be at a loss. Edit: And yes, I'm at a loss. It still only seems to work when I kill her, not when creatures do the same...
  7. Well, I looked at his "cantdie" before posting, and I didn't think that was what I was looking for. I was (and still kind of am) confused by the fact that it requires a SDF flag to be zero in order to work, and I don't know if said flag has any other importance or is changed by anything in his scenario. What I don't really understand is why DEAD_STATE doesn't work when the creature is killed by another creature...
  8. Maybe designers just can't figure out how to incorporate GIFTS into their scenario? It would be kind of difficult to just slap some GIFTS into a random portion of a scenario. Either that, or the designers just don't think of GIFTS while they're planning.
  9. Well, while I was waiting for a reply, I tried to look through Khoth's scripting for the code I need, and I found it. Problem was that, since I'm still getting used to scripting, I couldn't tell what to take out and what to modify (I'm pretty sure that our scripts would be different since his allows two NPCs to join, in comparison to my one NPC). Would it be acceptable if I were to put the START_STATE with the code in a quote and have someone kindly point out what needs to be replaced?
  10. Why would Jeff create key characters in his games (Vahnatai for one), and then just kill them off for no reason? I can't imagine an Avernum game without Vahnatai in it...
  11. So, I decided to dust off my BoA Editor and start to make a scenario that would actually get finished. I'm nearly done making said scenario, but I have one little problem. When a certain NPC that joins the group dies, the rest of the party is supposed to die with it. (similar to Babysitting and when the little sister dies). I tried to insert "run_town_script(18);" into the NPC's script's DEAD_STATE, and then have that node do: Quote: reset_dialog(); add_dialog_str(0,"You see Mari striken down by a foe. You are very easy to dispatch in your grief-striken state.",0); run_dialog(1); kill_char(0,0,1); Apparently, said node only works when I myself kill the NPC, and not when the enemies that are allowed to kill her... kill her. Help would be very appreciated considering this is one of the things (if not the only one) preventing me from releasing my scenario for betatesting or just to officially release it.
  12. I fear I have spotted this topic a day or two too late... Even though I haven't been around long, I feel that it's right to wish you a kind farewell. I hope your creative topics and projects, like the Everybody Welcome and Needed RP, will live on with the aid of others. Fare thee well...
  13. Finally, my kind of topic! Just finished the 6th book of the Wheel of Time (and I see there's another among us reading the same series ). Once I got to the end, I couldn't stop reading... Can't wait to start reading the 7th.
  14. Well, to solve your little feedback dillema, I guess I could supply some. First thing is that when I first started the scenario, apparently debug mode was still on. For some reason, in the first trial in the hermit's cave, the statue of a man didn't have a script that allowed it to be observed. Finally, nearing the end of the scenario, the combat at Lute could have been a little more detailed than Jinx and Aydin slaughtering a bunch of soldiers and captains, while you just had to kill a single captain. Overall, pretty nice and unique scenario (not everyone gets to be trapped in a music box for all eternity). I hope there's going to be a sequel...
  15. Man, if that isn't the futile point, then I'll probably dread the actual point (and yes, I got the katana)... You just gotta love games that are laughably frustrating Oh yes! Sweet success (Minotaur is down!)
  16. Erasmus. Health bars are kind of (I don't know, what's the word?) POINTLESS in that game! I decided to, for laughs, try it out. I got to the Maze Minotaur (boss), and I don't understand what happened... His fireballs at first do nothing, but randomly just one-hit kill me. It's also disappointing how I nearly kill him, and then I'm randomly felled by a fireball. I mean, why even put in the blasted health bars if they instantly drop to zero by being hit once? Oh, and also I guess I could consider that I don't like health bars/grids all that much (I only use health bars when I want to know when the thing I'm smacking is going to drop over dead).
  17. It's ok The Turtle Moves. And I did know that Tyranicus (I use it quite a lot ).
  18. To Actaeon: Thanks for trying to find a campaign for me! To Sylae: I'll try to use that link, even if it is in poorly-formatted list form . To Nioca: Thanks for the tip!
  19. Well... One, ouch. And two, I have played BoA scenarios in BoA, and I also have tested my own in BoA. I hadn't even mentioned that I haven't played a scenario in BoA (I have played pretty much every one I could find ) The town script I already knew how to use, I just forgot to do it.
  20. Thanks guys! I should have known that there was a thread on AIMHack somewhere in here, And I did check out Ephesos' AIMHack page. I guess I might not have looked hard enough . I'll be sure to try to be the lookout soon for AIMHack campaigns.
  21. Okay. I've heard about AIMHack and its campaigns (I've also read a few), and I might be interested to join one when the opportunity arises. The thing is, I have a few questions... First off, is there any specific version or something of AIM to use, or is it all universal? Secondly, is one username required or are multiple needed (for your characters). Thricely, I was wondering what time they usually take place (school on weekdays is most inconvienent). I'd appreciate it if these were answered (I don't know why, but AIMHack looks fun ).
  22. Thanks (for the third time )! This time I hope Blades of Avernum will work. There couldn't be such a more face-palm worthy moment in the history of all face-palms. *face-palm* You see, I thought the problem was fixed by re-wiring with video cords so they supposedly wouldn't try to overcome each other. It momentarily works, and I find out that I, being forgetful, forgot to make the town I'm working on use its town script (a.k.a. getting a innkeeper to converse with you).
  23. Windows 2000 is as useless as a "Warning: Swamp." sign smack dab in the middle of a swamp (there has been a couple of those somewhere in Avernum) in this situation. I don't have high hopes for the next versions down, but here goes nothing *crosses fingers*. *followed by a blue screen* This is starting to get bit frustrating (but not enough for a mad face, oh no). I'll try 95, and I'll tell you guys what is causing this infinite loop. *yet another blue screen* This time I saw what file was being problematic: ati2dvag. Thing is, I don't know what to do about said file...
  24. Thanks! I'll try this method in a little and see what happens!
  25. So what operating system would I wind it back to? I do know that it'd be a version of windows . But which version would be appropriate (95, 98, NT 4.0, or 2000)?
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