Garrulous Glaahk Commodore Redmark Posted March 5, 2006 Share Posted March 5, 2006 I'm trying to play around again with the editor, and see if I can't at least set up a simple dungeon and town. But I am having a problem (actually a few), with the scripting. My first question is: Is the editor itself suppossed to create a dialogue script when you place a character with it's memory cell set to 3? Or am I supposed to make one from scratch? I followed Jeff's editor help file and (unless I missed something), it doesn't really say. Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted March 5, 2006 Share Posted March 5, 2006 You have to make them yourself. The script needs to be in this format: (name of town script)dlg.txt For example, in my scenario, there is a town called Fort Bluebird. The townscript is: FortBlubeird.txt So the dialogue script is called: FortBluebirddlg.txt I presume you know how to format the scripts? Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted March 5, 2006 Share Posted March 5, 2006 If you don't know how to format it, copy a dialogue script out of VoDT and delete all but one of the nodes (leaving the other things in place, like the begindialogscript or whatever it is). Then use that node as a guide to your format. Link to comment Share on other sites More sharing options...
Garrulous Glaahk Commodore Redmark Posted March 5, 2006 Author Share Posted March 5, 2006 Thank you both. I'll see if I can do it now. EDIT: 100 posts...and I think I've been here two or three years. Link to comment Share on other sites More sharing options...
Garrulous Glaahk Commodore Redmark Posted March 5, 2006 Author Share Posted March 5, 2006 I believe this warrants a post of its own. Following the help file Jeff included to get people familiar with the editor, I created a dungeon called "Icky Dungeon". I included a character that I intend to talk with the party, but as luck would have it, my dialog scripts are not working right. Or maybe I just stink at scripting. As I enter "Icky Dungeon", I get hit with this: ERROR: Tried to call a non-existant town script state. ickydlg Error: No body declared.. And if memory serves: Error: Tried to call a non-existant creature script state. I don't really know what I'm doing wrong, I copied another town and dialog script so I could use it myself, and put down what information I beleive I needed into the blanks. icky.txt Code: // TOWN SCRIPT// Town 1: Icky Dungeon// This is the special encounter script for this town.// The states INIT_STATE, EXIT_STATE, and START_STATE have// meanings that are described in the documenation. States you write// yourself should be numbered from 10-100.begintownscript;variables;int i,j,k,choice;body;beginstate INIT_STATE;// This state called whenever this town is entered. enable_add_chars(1); set_crime_tolerance(2);break;beginstate EXIT_STATE;// Always called when the town is left.break;beginstate START_STATE;// This state is called every turn the party is in this town.break; I really did not change it after I copied it, I did not think I had to. ickydlg.txt Code: // TOWN DIALOGUE SCRIPT// Town 1: Icky Dungeon// This is the dialogue for this town.// You can use states numbered from 1 to 99.begintalkscript;variables;int i,j,k,r1,choice;begintalknode 1; state = 1; personality = 27; nextstate = 1; condition = 1; question = "Who are you?"; text1 = "This man seems as old as time."; text2 = "_I am John._"; text5 = " _Is there anything this old man can do to help you?_"; action = INTRO;begintalknode 2; state = 1; personality = 27; nextstate = 1; condition = 1; question = "How old are you?"; text1 = " _Too old._"; Some dialog text was removed to keep my post size down, but all the important stuff is there. Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Thralni Posted March 5, 2006 Share Posted March 5, 2006 the twonscript error you mentioned (tried to call a nonexisting town script state), is given when the game tries to acces a certain state but can't find it. this doesn't mean that something is wrong with the script, but with the scenario .bas file. It means that a special rectangle has the wrong number declared to run a specific state in a townscript. So, if you have a special rectangle calling for state 34, but you don't have one, it will display that error. the error "no body declared" means that you forgot the line "body;" in your script. it should read: Code: begintalkscript;variables;int i,j,k,r1,choice;body; //You forgot this linebegintalknode 1;//put here all the other stuff Link to comment Share on other sites More sharing options...
Garrulous Glaahk Commodore Redmark Posted March 5, 2006 Author Share Posted March 5, 2006 EDIT: I managed to fix the the body problem as well as the town script error, but I still can't figure out what's wrong with the creature script. If it is referring to the basicnpc.txt, I have not tampered with it. Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted March 6, 2006 Share Posted March 6, 2006 Make sure that in your creatures editing box, the script defined is basicnpc, or even better, leave it blank. Then make sure that basicnpc.txt is in your scenario folder. Otherwise, it does it say which state it can't run? Link to comment Share on other sites More sharing options...
Garrulous Glaahk Commodore Redmark Posted March 7, 2006 Author Share Posted March 7, 2006 Quote: Originally written by Nikki xx:Make sure that in your creatures editing box, the script defined is basicnpc, or even better, leave it blank. Then make sure that basicnpc.txt is in your scenario folder. Otherwise, it does it say which state it can't run? I figured it out. I had the creature using a creature script I did not have (I had forgotten to put it in there). That seems to have fixed my problems with this, so now I'm off to continue my tinkering. Thank you Nikki xx. Link to comment Share on other sites More sharing options...
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