Garrulous Glaahk Isaac Posted April 10, 2004 Share Posted April 10, 2004 move_to_new_town appears to only work when the party enters one of those blue special rectangles placed in the editor. I tried using it in a terrain script and the START_STATE of a town script. In those cases that fail, it seems to block the party's movement and end the script, without taking them to the other town.. Link to comment Share on other sites More sharing options...
Magnificent Ornk Aran Posted April 10, 2004 Share Posted April 10, 2004 start_state... Isn't that the one called when the party enters the town? Couldn't you use variable town entry in that case? Link to comment Share on other sites More sharing options...
Garrulous Glaahk spyderbytes Posted April 10, 2004 Share Posted April 10, 2004 I've never tried using it from a terrain script, but in a town script, it appears to be one of those things that only works from a user-defined state, and not any of the predefined ones. I started a thread here when I was trying to call it from EXIT_STATE and couldn't make it work. -spyderbytes Link to comment Share on other sites More sharing options...
Easygoing Eyebeast *i Posted April 10, 2004 Share Posted April 10, 2004 The same was pretty much true in Blades of Exile as well. Link to comment Share on other sites More sharing options...
Garrulous Glaahk Eldiran Posted April 11, 2004 Share Posted April 11, 2004 Maybe you can use "set_state_continue" to go to another state and then use the call. Link to comment Share on other sites More sharing options...
Garrulous Glaahk spyderbytes Posted April 11, 2004 Share Posted April 11, 2004 Quote: Originally written by Eldiran:Maybe you can use "set_state_continue" to go to another state and then use the call. That didn't work, at least for EXIT_STATE (the only one I tried). The way it behaves, I'm guessing the party has already left the town (as far as the engine is concerned) before EXIT_STATE is called. EDIT: I meant to add that START_STATE is called every turn the party is in the town. INIT_STATE is the one called when the party enters the town. So, no, a move_to_new_town() in START_STATE wouldn't be equivalent to variable town entry. -spyderbytes Link to comment Share on other sites More sharing options...
Fledgling Fyora davidmc Posted May 2, 2004 Share Posted May 2, 2004 I had hoped to get this to work from STEP_INTO_SPOT_STATE but have had no luck (I'm guessing this is the right way to go about this). I wanted to create a terrain script that could be placed on stairways, ladders, etc to save me from having to create another state in the town script every time I want the party to switch towns. Link to comment Share on other sites More sharing options...
Curious Artila macman0 Posted January 8, 2005 Share Posted January 8, 2005 I don't suppose anyone has found a way around this limitation. I also wrote a script like that and it really bugs me that I can't use a terrain script for things like going down stairs. Terrain scripts and memory cells would be a lot simpler than writing a new special encounter for ever stairway/ladder. Link to comment Share on other sites More sharing options...
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