Understated Ur-Drakon Callie Posted January 25, 2015 Share Posted January 25, 2015 I have an item in my scenario that is supposed to teleport the party to a specific town. I was using the move_to_new_town call, but then realized that it can't be used unless it's activated by a stepped on space. Is there a conceivable way to have an item teleport the party to a town from either the indoors or outdoors? Or should I scrap it? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Callie Posted January 26, 2015 Author Share Posted January 26, 2015 On second thought, it really doesn't make sense to have such an item in a scenario with only three outdoor sections; however, I'm still curious to know if it's possible. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody BJ Back From the Beyond Posted January 26, 2015 Share Posted January 26, 2015 0.0 Don't want much, do you? Well, since move_to_new_town doesn't work unless you move onto it and as far as I know there's no way to place special nodes or terrain scripts from within the game, you'd have to have a space set up where the party could step to activate the move_to_new_town function in advance. You *could* set up a place in each town in the scenario where you can teleport the party upon using your special item, then have that place move them to the new town when they move. It would probably work okay, but I don't think it would be easy to set up or very smooth looking. As far as teleporting directly into a town from the outdoors, I don't believe it's possible. You *could* do something like what I mentioned above using town entrances instead of the move_to_new_town function, but it still wouldn't look very good. My advice: just scrap it. Callie 1 Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Callie Posted January 26, 2015 Author Share Posted January 26, 2015 Thanks, I see that my hypothetical item was just a pipe dream. Oh well. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Enraged Slith Posted January 26, 2015 Share Posted January 26, 2015 Probably one of the more frustrating limitations of the game. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted January 27, 2015 Share Posted January 27, 2015 You could have them use the item and then walk onto a placed special. Have the item set a sdf by calling a state in the scenario script. If the flag is not set the special ends immediately, otherwise the move to new town happens. I don't know if this works in practice or not. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody BJ Back From the Beyond Posted January 27, 2015 Share Posted January 27, 2015 You could have them use the item and then walk onto a placed special. Have the item set a sdf by calling a state in the scenario script. If the flag is not set the special ends immediately, otherwise the move to new town happens. I don't know if this works in practice or not. If you wanted to make it so the item worked everywhere in the scenario, doing it this way would require filling nearly every space in the scenario with such specials. I'm not even sure if BoA will let you place that many. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted January 27, 2015 Share Posted January 27, 2015 It does work in practice. Placed special for enacting this move to new town must be marked by a unique floor or terrain type. In the town concerned the floor/terrain must only occur where the given placed special occurs. (Or you could use a unique location that is easy to describe.) Here is a specimen item: begindefineitem 471; clear; it_name = "Crystal"; it_full_name = "Teleport Crystal"; it_variety = 21; it_floor_which_sheet = 1017; it_floor_which_icon = 9; it_inventory_icon = 8; it_ability_1 = 207; it_ability_str_1 = 30; it_value = 50; it_weight = 5; it_magic = 1; A specimen scenario state: beginstate 30; set_flag(200,0,50); print_str_color("Now go walk onto the purple carpet.",2); break; (The purple carpet covers the area of the placed special.) The placed special from the town script: beginstate 16; if (get_flag(200,0) == 0) { block_entry(1); end(); } move_to_new_town (13,17,17); break; Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody BJ Back From the Beyond Posted January 27, 2015 Share Posted January 27, 2015 That still requires the party to travel to a set location to activate the move_to_new_town special. I can't be sure exactly what Excalibur wanted, but I don't think that was it. Yes, you could do things that way. It's still not something I would recommend. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted January 27, 2015 Share Posted January 27, 2015 BoA is very limited in some areas, this is a shining example. I can't get any closer than that, he will have to settle for that or drop the whole idea. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted January 27, 2015 Share Posted January 27, 2015 That still requires the party to travel to a set location to activate the move_to_new_town special. I can't be sure exactly what Excalibur wanted, but I don't think that was it. Yes, you could do things that way. It's still not something I would recommend. Also, if you have to put in specific teleport spots anyway, at that point it's probably more user-friendly to just have the special rectangle check for the item and ask if the player wants to teleport rather than make the player use the item. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Callie Posted January 27, 2015 Author Share Posted January 27, 2015 Thanks for the input. I've decided that going to such effort for the teleport isn't really necessary because there are only three outdoor sections in the scenario. Wasn't there an item in E3/A3 that teleported the party back to Fort Emergence? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted January 27, 2015 Share Posted January 27, 2015 I know there was such an item in E3 (and I think E2 as well). Not sure about A3 though. Maybe? Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted January 28, 2015 Share Posted January 28, 2015 (edited) In E2 and E3 you had a spell: Word of Recall. In the first Avernum trilogy you had an expendable Recall Crystal. In A3 you eventually get a permament item, the Jewel of Return, that returns you to the start, if you are not too far from the start. I tried to replicate the Return to Start function in my Avernum Templates, see: http://thelyceum.yuku.com/topic/1905/Word-of-Recall-spell-v10 You could only recreate the Return to Start function if there was viable A3 legacy code found in the BoA engine. I don't know if there is. Edited January 28, 2015 by Ishad Nha Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma Grail Shadowblade Posted June 8, 2016 Share Posted June 8, 2016 Bit of a necro but interesting concept so... Shouldn't it be possible to rig up a script that makes using the item place and activate a temporary special or activate via a dialogue window/cutscene? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted June 8, 2016 Share Posted June 8, 2016 move_to_new_town only works if activated by stepping on a special encounter rectangle, not through dialogue, and you can't place special encounter rectangles through scripts. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted June 8, 2016 Share Posted June 8, 2016 One of the original suggestions — have the item teleport the party to a specific part of town where the party can only step in one direction, and have the move_to_new_town() special there — would work. This is how I dealt with the move_to_new_town() limitation in Thanopolen Tower in Exodus, where a town change needed to be triggered by a combat death. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma Grail Shadowblade Posted June 9, 2016 Share Posted June 9, 2016 Wouldn't that mean basically hiding a tile somewhere inaccessible in every town and having the item script call it depending on the town? Probably via SDF setting upon town entry. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted June 9, 2016 Share Posted June 9, 2016 Wouldn't that mean basically hiding a tile somewhere inaccessible in every town and having the item script call it depending on the town? Probably via SDF setting upon town entry. I did hide a portion of the town, yes. You move the party there via march_party() or the like, and then let the party take a step. Once the party steps on the special rectangle, move_to_new_town() can be activated. Because you can read the town number using current_town(), you can send the party to wherever you want in that town; it doesn't have to be the same coordinates in each town. Quote Link to comment Share on other sites More sharing options...
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