Curious Artila 20eyes Posted July 7, 2004 Share Posted July 7, 2004 Where the heck is that stupid keg? How can I design a respectable tavern with no keg? If you answered, 'you can't, silly,' then you're right! So where's the keg? Maybe I'm just looking too hard. Yeah, that's gotta be it. Link to comment Share on other sites More sharing options...
Chittering Clawbug Fingers Posted July 7, 2004 Share Posted July 7, 2004 Yeah, I'm blind too... I spent about 20 minutes looking for the kegs and crates. They're actually on the main toolbar (with the pencil and paintbrushes and things). Row 5, column 4. Link to comment Share on other sites More sharing options...
Magnificent Ornk Donald Hebb Posted July 7, 2004 Share Posted July 7, 2004 That's not a keg, that's a barrel. There ARE kegs in BoA, though- just copy this into your scenario's data file. begindefineterrain 437; te_name = "Keg"; te_which_icon = 6; te_ed_which_icon = 96; begindefineterrain 438; te_which_icon = 7; te_ed_which_icon = 97; Link to comment Share on other sites More sharing options...
Garrulous Glaahk Yellow Sub Posted July 7, 2004 Share Posted July 7, 2004 There are no stupid questions. All questions have wisdom in them. Dont be fearful of asking them. Link to comment Share on other sites More sharing options...
Curious Artila 20eyes Posted July 7, 2004 Author Share Posted July 7, 2004 Yeah, I found the barrel by sheer accident. Sometimes I like to load the editor and start clicking on things at random, just to see if anything nifty happens. I think I've learned more by doing that than any amount of reading so far. Thanks, Vahnatai Barge. The icons were right, but I had to point to the proper sheets. Also had to block move so my PC's couldn't climb all over it. Anyhoo, here's what I ended up plugging into my scenario's data script to get the keg up and running, if anyone else is interested: Code: //Add Kegbegindefineterrain 437; te_name = "Keg"; te_which_sheet = 720; te_which_icon = 6; te_ed_which_sheet = 682; te_ed_which_icon = 96; te_full_move_block = 1;begindefineterrain 438; te_which_icon = 7; te_ed_which_icon = 97; I edited this post so my fellow newbies don't get any bright ideas and decide to start fooling around with corescendata like I did. As Thuryl points out below: Not a good idea. Heh. Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted July 7, 2004 Share Posted July 7, 2004 If you edit corescendata, the changes you make will only show up on your copy of BoA, not anyone else's -- which means that if other people play your scenario it won't work properly. This is bad. Don't do it. Link to comment Share on other sites More sharing options...
Curious Artila 20eyes Posted July 8, 2004 Author Share Posted July 8, 2004 Cool, that's what I figured. I'll just script it into the scenario to get around that problem. I wonder why BoA doesn't 'ship' with the keg anyhow? I know it's in at least one of the stock scenarios (DwtD I think). Wonder why it didn't make the cut for the core data script? I've looked through all the terrain sheets and can't find any other terrain features that slipped through the cracks like the poor keg seems to have... Are there any more? Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted July 8, 2004 Share Posted July 8, 2004 Yes. Many. I don't entirely know why. Jeff wanted to demonstrate using custom objects scripts so that we would have examples to work from, but other than that I don't know. Link to comment Share on other sites More sharing options...
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