Articulate Vlish Necrophilius Posted June 28, 2009 Share Posted June 28, 2009 im goin to make scenario about orcs. But I havent got too many ideas... Anyway, im lookin for as many ideas as possible, to choose the best ones (best imo, of course) I have one main idea - orcish plague. Not made by Rentar\vahnahtai\frustrated mage\demons\ect. Just somethin like - orcs opened portal to another world, in this case - humans world, which we know from exile trilogy. They invade, for some reason (as their world is less friendly - just a rocky wasteland, with poor flora, and mainly carniviorous animals, hard to hunt, ect...) And they would be inteligent (or, at least, had some inteligent magi, small percent of extraordinary smart warlocks ("uber-magi"), and a majority of dumb "grunts" (warrior class, with exceptional strenght, and small brains ) feel free to give your ideas, about everythin. For example: scenario events, side missions, artifacts, special items, town names (especially for orc settlements, to sound savage) Orc history (my idea- far ascentors of troglodytes, but stronger, with better mages, and with 3 classes (peons, warriors, and magi. Theyre similar to troglodytess, but still green, as troglos got used to humans world, which changed some of it features, like skin colour, ect - just like with niggers in africa - theyre black because they live in specific area, where sun makes their skin tanned, and change their dna to be black...) Units - my ideas: meele warriors, spearman (weaker meele than warrior, but good dist), berserkers (good speed, strong hits, but lack of def), shamans/druids (various priests or magipriest), were-wolfes, shapeshifters (medium mage-priests, fighting in form of animal) necromancers (1 or 2 lev mage/priest with high chance of summoning undead), warlocks (lev7 mage spell), elementalists (fire/ice, and summoning elementals), blockers (strong attack, fully armored, but very slow) wolf/bear riders - (fastest ones, medium att/arm, just first charge, irritating and dangerous for mage characters) riddles/logic - labirynths, tricky dungeons, "enforcing" to use brain instead of blade, ect) orcs and other races - their possibile allies, enemies, ect. Are they makin friends and creating a hideous "horde" ? or are they enslaving weaker races, wiping them out, and fightin everythin on their way? or maybe worshipping some insane gods, and fulfiling their insane orders? or maybe theyre a demon-worshipping race? (yawn? demons again? it may sux...) theres no bad ideas, so dont hesitate to give your own moreover, im lookin for someone who could help me a bit (mainly, with my questions "howto", when I meet trouble with doing some part of work, like more complicated events, riddles, ect.) Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Artemis~ Posted June 28, 2009 Share Posted June 28, 2009 I'm all for plauge. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted June 28, 2009 Share Posted June 28, 2009 It almost sounds like you're asking us to create your scenario for you. Anyway, at least use a spell-checker? Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted June 28, 2009 Author Share Posted June 28, 2009 Originally Posted By: Celtic Minstrel It almost sounds like you're asking us to create your scenario for you. Anyway, at least use a spell-checker? what spell-checker?yhm, maybe it sounds so. But im rather asking you for:-opinions about idea of scenario like that (with orcs...) -your ideas, better or worse, but surely different that I could have (and, thus, maybe some which I'd love to use? who knows?) -opinions about graphics i've made, or suggestions which graphics could i use, and what site i would get em. -ideas for plot, sub-plot, ect (example: I dont think "another Rentar plague on valorim" would be interesting, but... someone may think different. -opinions of possibile locations where we would fight orcs - in unstabilized continent of valorim, in the birthplace of empire, military strong area but still too weak to get rid of orcs, or maybe in some remote lands far away from mainland of empire?? or maybe even in orcish homelands beyond some dark portal?? -someone to say "aew, it sux! make chicken plague instead, coz orcs werent in exile, and they just dont fit!!!111oneone" -or for many other reasons Originally Posted By: Outkast Artemis I'm all for plauge. As there is not many different possibilities? Oh, maybe "humans plaguing orc lands" instead of "orcs plaguing human world". But I think of somethin better and "deeper" than just a butchery like in E3 - treat from orcs lies not in destroying well defended towns, but mainly in destruction of farms outside of towns, killing undefended villagers working on field, ect. which cause in food shortage and famine... which may be evaded (for some time) by transporting food to towns under siege (like in scenario "za-khazi run"), or by giving your own food. It may be ended by destroyin major orc settlements, or somethin like that... ok, enough of f...in about possibile details , it's just idea, before i start working, i just want to know what to do - things what i would do without any advices, or something bit different? the graphics i made are mostly undone yet, but there is few done graphics of possibile orcs (mostly re-coloured troglos, which seemed, as for me, like orcs, but red...)http://img5.imageshack.us/i/orcgraphic.png/ comment please, even if you'd say that "it sux" (but explain what sux, because it could be my dirty socks" :D Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted June 28, 2009 Share Posted June 28, 2009 Originally Posted By: Necrophilius Originally Posted By: Celtic Minstrel It almost sounds like you're asking us to create your scenario for you. Anyway, at least use a spell-checker? what spell-checker? I'll answer this question with a question, so that I may better answer it properly. Are you using Windows or Mac, and what browser are you using? Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted June 28, 2009 Author Share Posted June 28, 2009 old internet explorer, windows vista... umm, im going install newest firefox soon, I quess it will solve this problem with misspelling? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted June 29, 2009 Share Posted June 29, 2009 Well, unfortunately Windows does not have a built-in spell checker like Mac does. However, Firefox does have a built-in spell checker. I think it's off by default though. So yes, Firefox should be able to help with the misspellings. You could also try Word for non-forum stuff (such as scenario text). If you don't have Word, there are free alternatives available (such as OpenOffice). Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted June 29, 2009 Author Share Posted June 29, 2009 ok. By the way, how to make custom graphic? Yes, I know that in paint. But it makes me sooo mad, that i have to keep those spaces, I just DUNNO where one graphic ends and another one begins... any methods to make life easier? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted June 29, 2009 Share Posted June 29, 2009 Make a template: create a square in some colour, 28 pixels wide by 36 pixels tall. Then add a second square right beside it in a different (contrasting) colour, for another 28 pixels in width. Now, duplicate this five times horizontally to make full row, and then as many times as you want vertically. The lines between the two colours will let you see where the edges of graphics are. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted June 29, 2009 Author Share Posted June 29, 2009 ok is it possible to delete that "chess" background easy? I mean, not by painting it off, but just to remove it with few clicks... Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted June 29, 2009 Share Posted June 29, 2009 Probably (is there a wand tool?), but why would you want to? It will be covered up by the graphics you put there, and the places where it's not covered are empty slots which you're not using, so it doesn't matter. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon The Almighty Doer of Stuff Posted June 29, 2009 Share Posted June 29, 2009 If it's a monster or an item, it won't be covered up, as they usually don't take up an entire tile. The wand tool and painting it off is pretty much how it has to be done. It's not hard, though. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted June 29, 2009 Author Share Posted June 29, 2009 Originally Posted By: The Almighty Doer of Stuff If it's a monster or an item, it won't be covered up, as they usually don't take up an entire tile. The wand tool and painting it off is pretty much how it has to be done. It's not hard, though. it sounds easy, but de facto, it's a bit more messy. I tried it that way. And... for example, drake and deep beast - they have white "holes" which fill with colours that i have to remove manually... it's bad idea... The better one is to remove color squares (slots) just before i put creature into. Men, thanks for technical help with graphic. Now, another question... Is it ok to ise someone else graphic in my scenario? I would use floor graphic from Creators Revenge/isle of boredoom, as IMO they fit perfectly "orcish wastelands" But I dont want do somethin which would be considered as unfair or else... Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon The Almighty Doer of Stuff Posted June 29, 2009 Share Posted June 29, 2009 You can use the graphics long as you credit the person who made them (in this case Stephen Ashby, I think, check the readme) somewhere visible in the scenario package (in the scenario itself or in a text file or something). EDIT: I know Creator was pretending to be one person at that time, but I have a vague recollection that Stephen was specifically credited with the graphics. I might be thinking of something else though. If it doesn't say, just say The Creator. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted July 1, 2009 Author Share Posted July 1, 2009 is there any possibile way to make that think: When i use special item, it drains X amount of mana, and makes YYY effect. But when im out of mana, it doesn't work. Is it possible? I know how to make item drain mana and else, but dunno if there is possibility to disable use of item when there is too less mana??? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 1, 2009 Share Posted July 1, 2009 Sadly, I don't think this is possible. I suggest that you implement it like a wand instead, ie instead of draining mana it has a limited number of charges (you can use an SDF to store the charges). Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted July 1, 2009 Author Share Posted July 1, 2009 uhm... so Ill use alternative way of it. Limited use is rather bad idea for "spell", but good for else. I think, just draining mana and "time limit" (unable to use "special item" until XX time passes from last use) and, another question. About skribbane drug - is it ever possible to make this as normal, non-special item? I havent seen that ability, or i have missed it somewhere... Just tell me, if it is possible, and how in special item, i think i know what to do to replicate its effect (but not so exactly) question 2 : is it possible to make character have more hp than 250, and more mana than 150? (by special item effects, but not mindduel...) Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 1, 2009 Share Posted July 1, 2009 For skribbane, it would depend on exactly what effect you want. For your other question, no it's not. I'm not 100% sure about spell points, but there's no way for your health to go over 250. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted July 1, 2009 Author Share Posted July 1, 2009 skribbane in E3 has... umm, complicated effects. Im missing it in BOE It gave more hp i think, and more SP, at the moment of usage. Then, it addicted party, without any good effects of takin it (except of avoiding of bad effect) Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon The Almighty Doer of Stuff Posted July 1, 2009 Share Posted July 1, 2009 There's no way for you to create E3-style skribbane as a regular item in BoE, at this point in time. It will probably become possible once the new scenario format is created, but that may not be for a while. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Chokboyz Posted July 1, 2009 Share Posted July 1, 2009 Originally Posted By: Necrophilius When i use special item, it drains X amount of mana, and makes YYY effect. But when im out of mana, it doesn't work. Is it possible? I know how to make item drain mana and else, but dunno if there is possibility to disable use of item when there is too few mana??? Like Celtic Minstrel said there's no way to check PC spell points (or health, or level, ...) and object can't call specials. There has been some suggestions of making a "Check statistic" node and to allow items to call specials, but that has not been implemented yet (that wouldn't hard, i think ...). A possible workaround for now would be to use "virtual" mana points using a SDF. I'm pretty sure that has already been used and worked (Alcritas ?). Originally Posted By: Necrophilius About skribbane drug - is it ever possible to make this as normal, non-special item? I havent seen that ability, or i have missed it somewhere...[...] It gave more hp i think, and more SP, at the moment of usage. Then, it addicted party, without any good effects of takin it (except of avoiding of bad effect) Until normal items can call specials, i would say no. Originally Posted By: Necrophilius is it possible to make character have more hp than 250, and more mana than 150? (by special item effects, but not mindduel...) Concerning Spell Points, there's a check in the code to prevent the max_sp to become greater then 150 when training. (and the restore_sp function does allow SP to become greater then the max). Specials also have such a check (health and SP no greater then the max). Mindduel bypass any check by increase the SP directly. Hope it helps, Chokboyz Edit : Originally Posted By: The Almighty Doer of Stuff It will probably become possible once the new scenario format is created, but that may not be for a while. I don't think we would need the new scenario format for this, or am i missing something ? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 2, 2009 Share Posted July 2, 2009 Originally Posted By: Chokboyz Edit : Originally Posted By: The Almighty Doer of Stuff It will probably become possible once the new scenario format is created, but that may not be for a while. I don't think we would need the new scenario format for this, or am i missing something ? We can implement it all we like, but until there's a place to store it in the scenario file we can't really make a scenario using it. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Chokboyz Posted July 2, 2009 Share Posted July 2, 2009 Originally Posted By: Celtic Minstrel We can implement it all we like, but until there's a place to store it in the scenario file we can't really make a scenario using it. But do we need the new scenario format to do this ? As far as i can tell, it would be as simple as writing a new case in special handling functions (giving those new nodes their own number, as there's place for it). The new scenario format may handled the special nodes differently, though. Chokboyz Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 2, 2009 Share Posted July 2, 2009 Well, some things may be possible without the new format, I suppose. Still, the new format will make it easier to add stuff. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted July 2, 2009 Author Share Posted July 2, 2009 Can I use my own graphic as a scenario icon? (no, not "change" the default file adding my own instead one of existing. I mean, to make one of my own graphic a icon) Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 2, 2009 Share Posted July 2, 2009 Not in the original game, no. In Chokboyz's Windows release, you can, but it currently does not work on Mac (it will eventually though). Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted July 2, 2009 Author Share Posted July 2, 2009 Originally Posted By: Celtic Minstrel In Chokboyz's Windows release(...) what is it? you mean, blades of exile modification?? If you'd say yes- another question: When i put MY OWN icon into scenario, using that modification, will ppl without this modification playin my scenario be able to see MY icon? or not? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon The Almighty Doer of Stuff Posted July 2, 2009 Share Posted July 2, 2009 You have to have the modified version in order to see custom scenario icons. There are some weird tricks that can be done in the original BoE involving distorted standard item graphics, although it's not to any great effect. I forget how to do it, anyway. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Chokboyz Posted July 2, 2009 Share Posted July 2, 2009 Originally Posted By: Necrophilius what is it? you mean, blades of exile modification?? If you'd say yes- another question: When i put MY OWN icon into scenario, using that modification, will ppl without this modification playin my scenario be able to see MY icon? or not? Not much a modification than an upgrade : mostly it has been bug fixing and porting to modern OS. The planned version, using new structures format, will features more in deep modifications. Concerning your question, the function being implemented in Classic BoE Beta 2, it is as ADoS said : people won't be able to see it (more it will display some oddness, like the trick right below) if not using recent versions (for now : Classic BoE, Mac/Linux equivalent). Originally Posted By: The Almighty Doer of Stuff There are some weird tricks that can be done in the original BoE involving distorted standard item graphics, although it's not to any great effect. I forget how to do it, anyway. The trick is to overflow the unsigned char used to check the stored variable by using value 256 + x, with 0 =< x =< 30 (if i remember correctly). The effect would be a standard item graphic displayed on top of whatever was previously in the case. On the coding side, i've implemented a new item ability (Call Scenario Special) under the Non-Spell Use category (technical note : the number of this new special is 95). It (surprisingly) call a Scenario Special Node (specified by the ability strength field) when the item is used. If the number of charge is 0, the item can be used at will (e.g a book); if a number of charge is set, then using the item takes one charge. Chokboyz Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted July 6, 2009 Author Share Posted July 6, 2009 crap! I got a problem. I tried to do special, that after a talk with one dude, party is teleported into other town(dungeon). It almost work... but there is small msg - can't change level now. What to do? I used "stairway" special... Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon The Almighty Doer of Stuff Posted July 6, 2009 Share Posted July 6, 2009 The ONLY way to trigger a Stairway node and have it successfully move the party to a different town is to have the party step onto a terrain space, while in town mode. You can't call it in dialogue, from a timer, by looking, or anything else. You must step onto it in town mode or it doesn't work. That is changing now, but for classic BoE that's the way it is. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 6, 2009 Share Posted July 6, 2009 As a workaround, you could use a Portal special to teleport them to some place in the level where the only place to move is the stairway node that puts them in a new town. Assuming Portal specials will work when talking... Or another way you could do it is like this: When talking, he tells you to step into the portal that he has created. The response calls a special node that changes an ordinary cave floor (or indoor floor) space nearby into a portal. On the place that the above special will place a portal, put a special node that checks to see if the space is a portal, and if it is, call a Stairway node to move them. Does that make sense? Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted July 7, 2009 Author Share Posted July 7, 2009 Originally Posted By: Celtic Minstrel [*]When talking, he tells you to step into the portal that he has created. The response calls a special node that changes an ordinary cave floor (or indoor floor) space nearby into a portal. Does that make sense? I think not... The character who will "teleport" party, is non-mage. He is just guide who leads party into another dungeon, so creating a portal is bad idea... but... hm. One non-accesible square in town, which will "stairway" party into the second town? And when party talk to that guy, he will "teleport" party on that unaccesible square in the same town, making it teleported into the proper town?? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 7, 2009 Share Posted July 7, 2009 Originally Posted By: Necrophilius I think not... The character who will "teleport" party, is non-mage. He is just guide who leads party into another dungeon, so creating a portal is bad idea... Okay so you can use the sam basic idea, but instead of making a portal, make a door or a stairway. Or even a trapdoor. Originally Posted By: Necrophilius but... hm. One non-accesible square in town, which will "stairway" party into the second town? And when party talk to that guy, he will "teleport" party on that unaccesible square in the same town, making it teleported into the proper town?? Almost. You need two adjacent inaccessible spaces – one to teleport to and one that's a stairway. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted July 7, 2009 Author Share Posted July 7, 2009 Originally Posted By: Celtic Minstrel Almost. You need two adjacent inaccessible spaces – one to teleport to and one that's a stairway. isn't it possibile with ONE inaccesible space? I mean, for example, x=5 y=6 Teleport is set to: x5 y6 and on x5 y6, where teleport leads, is a stairway... I ask that, because i want to move party into dungeon immediately after the conversation with npc (or, after he agrees to take the party for a hunt) Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 7, 2009 Share Posted July 7, 2009 No, I'm pretty sure the party needs to take a step in order to be able to call the stairway node. I know it's ugly, but that's why I called it a "workaround". Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted July 7, 2009 Share Posted July 7, 2009 Originally Posted By: Necrophilius isn't it possibile with ONE inaccesible space? I mean, for example, x=5 y=6 Teleport is set to: x5 y6 and on x5 y6, where teleport leads, is a stairway... No. The party has to actually step on the space with the Stairway node. That means the player has to walk onto it on their own, not be teleported there. There's no workaround for this. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted July 8, 2009 Author Share Posted July 8, 2009 ok, another question. How to make a room description that work only one time, and no more? I used "one time display text message", but its not working ;/ Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Chokboyz Posted July 8, 2009 Share Posted July 8, 2009 Originally Posted By: Necrophilius ok, another question. How to make a room description that work only one time, and no more? I used "One-Time Text Message", but its not working ;/ Did you fill the two Stuff Done Flag fields of the "One-Time Text Message" node with some value (i.e not leaving them at -1) ? If not, that's the problem (and being familiar with SDF is a good idea to make a scenario ). Chokboyz Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon The Almighty Doer of Stuff Posted July 8, 2009 Share Posted July 8, 2009 Also, don't use Stuff Done Flag (0,0). It's buggy. I think it's been fixed in OBoE, though it's probably best not to mess with it until there's a good, stable release of OBoE. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Chokboyz Posted July 8, 2009 Share Posted July 8, 2009 Originally Posted By: The Almighty Doer of Stuff Also, don't use Stuff Done Flag (0,0). It's buggy. I think it's been fixed in OBoE, though it's probably best not to mess with it until there's a good, stable release of OBoE. What bug was that causing ? I don't think i've encountered something like that, so it may always be lurking there Chokboyz Edit: Ok, i've modified the Stairway node so that it can be called anytime (except combat mode, but i can implement it if needed : it would end the combat mode then move the party). If the Stairway node is called while talking, if the player select "leave" in the "Climb ?" dialog, then the strings specified in the talking node are displayed. If the player select "climb" or the node is forced (ex1b set to 1), then the talk ends and the party is moved. A compatibility switch controls the behavior for now, but in the end, i think the scenario format version will be checked Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted July 8, 2009 Author Share Posted July 8, 2009 uhm... any tutorial with flags please? ok, ill do one time txt msg with sdf. but what i have to do, to avoid messing flags? is there any list of flags ive already used? Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted July 8, 2009 Share Posted July 8, 2009 It's good practice to make a list of SDFs you've used as you start using them. I find that spreadsheets work quite well for this. I wonder if Jeff deliberately used an acronym that was so easy to type. I mean, s, d, and f are right next to each other! Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted July 8, 2009 Author Share Posted July 8, 2009 ok so I'll make list of already used flags 3 questions: 1) Can I use one flag multiple times? For example, my flag 1,0 will be "special spell" flag, and from this will depend if certain monster will cast special spells or not. And as it is basically set as 0, I would change it again to 0, after party leave town... just to have this flag for further use. ?? 2) how many flags are possible to use? 3) is there any good tutorial how those flags works and what cool things i can do with em? Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted July 8, 2009 Share Posted July 8, 2009 1) probably possible, but not worth the time. 2) 2500 3) Look in Jewels' comprehensive links page under 'BoE' Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Chokboyz Posted July 8, 2009 Share Posted July 8, 2009 Originally Posted By: Necrophilius ok so I'll make list of already used flags If you're using the vanilla (i.e original) scenario editor, then i think that's the only way to know what SDF is used Originally Posted By: Necrophilius 1) Can I use one flag multiple times? For example, my flag 1,0 will be "special spell" flag, and from this will depend if certain monster will cast special spells or not. And as it is basically set as 0, I would change it again to 0, after party leave town... just to have this flag for further use. ?? You can, but you had better be sure of what you're doing as mixing up SDF is pretty easy (for instance, even Jeff does that in the game code ). Worse, some SDF (those used for One-Time something) are set once and for all (any special with the same SDF will not be created in town or desactivated outdoor). Given the number of SDF, i'd recommend using separate SDF if possible ... Originally Posted By: Necrophilius 2) how many flags are possible to use? 300 * 10 = 3000 Originally Posted By: Necrophilius is there any good tutorial how those flags works and what cool things i can do with em? Maybe somewhere in the help file. The best way is to experiment and study other works, though. Hope it helps, Chokboyz Edit : i've finally corrected the resting functions so that event timers are taken into account when resting outdoor/in inn (also check the diseased item possible infection and shop changing stocks). No increased health or whatever is given, only timed specials are checked (scenario timers if outdoor, scenario/current_town timers if in town). I didn't add a check for the "Change Time" Node because i don't think it need one (it is about changing current time (party.age + or - the value), not passing time). (once again it's a compatibility switch, but will surely evolve in a scenario make version check) Unfortunately, the "Have a rest node" is a problem since it can be called in the middle of a node chain (what to do, if a timed event happens then ? break the node chain ? "stack" the events ? (not a good idea in my opinion) ). Then again, you can leave it in state and document the possible timer breaking Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 9, 2009 Share Posted July 9, 2009 Oh dear, now I'll have to consult this thread when implementing changes a dozen at a time... Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Chokboyz Posted July 9, 2009 Share Posted July 9, 2009 Originally Posted By: Celtic Minstrel Oh dear, now I'll have to consult this thread when implementing changes a dozen at a time... Don't worry, i'll make a summary of changes in the main thread when the final implementation will be done Chokboyz Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Necrophilius Posted July 9, 2009 Author Share Posted July 9, 2009 ok, thx. How many towns I can have in my scenario? And how many custom graphics? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 9, 2009 Share Posted July 9, 2009 For the first, 200. For the second, you have a maximum of 1000 custom graphic slots that you can fill. (But remember that many graphics take up several slots.) Quote Link to comment Share on other sites More sharing options...
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