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what did i do wrong ?


Hawk King

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// the way of the guild Custom Object Types

 

beginscendatascript;

 

// FLOOR TYPES

 

// TERRAIN TYPES

 

// CUSTOM CREATURES

 

// ITEM TYPES

 

begindefineitem 445;

clear;

import = 506;

it_full_name = "draconian armor";

it_variety = 13; // Armor

it_weapon_skill_used = 0; // Strength

it_protection = 500;

it_encumbrance = 5;

it_floor_which_sheet = 506;

it_floor_which_icon = 506;

it_inventory_icon = 506;

it_ability_1 = 11; // Assassination

it_ability_str_1 = 20;

it_ability_2 = 12; // Mage Spells

it_ability_str_2 = 20;

it_ability_3 = 1; // Strength

it_ability_str_3 = 20;

it_ability_4 = 16; // Tool Use

it_ability_str_4 = 20;

 

dracoarmor.gif

 

am i doing something wrong the pic is in my scenario thewayoftheguild.cmg in 506 what am i doing wrong ?

 

EDIT: is it okay to be using text edit for scripting ? cause if it's not I cant do scripting

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It'd help if you explained to us why you think something's wrong. What problem is occuring? Are you unable to place the item in the scenario using the editor, or does it not show up during gameplay when you do place it?

 

One problem could be that your scenario's title is too long; I think bad things happen if the short title is more than a certain number of characters.

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Quote:
Originally written by Thuryl:
It'd help if you explained to us why you think something's wrong. What problem is occuring? Are you unable to place the item in the scenario using the editor, or does it not show up during gameplay when you do place it?

One problem could be that your scenario's title is too long; I think bad things happen if the short title is more than a certain number of characters.
begindefineitem 441;

ill change the title to twotg
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Quote:
Originally written by Kelandon:
Code:
 it_floor_which_icon = 506;it_inventory_icon = 506; 
Replace with
Code:
 it_floor_which_icon = 0;it_inventory_icon = 1; 
should it be like this ?

// twotg Custom Object Types

beginscendatascript;

// FLOOR TYPES

// TERRAIN TYPES

// CUSTOM CREATURES

// ITEM TYPES

begindefineitem 445;
clear;
import = 506;
it_full_name = "draconian armor";
it_variety = 13; // Armor
it_weapon_skill_used = 0; // Strength
it_protection = 500;
it_encumbrance = 5;
it_floor_which_icon = 0;
it_inventory_icon = 1;
it_inventory_icon = 506;
it_ability_1 = 11; // Assassination
it_ability_str_1 = 20;
it_ability_2 = 12; // Mage Spells
it_ability_str_2 = 20;
it_ability_3 = 1; // Strength
it_ability_str_3 = 20;
it_ability_4 = 16; // Tool Use
it_ability_str_4 = 20;
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like this ?

 

Code:
 import = 445; // base item to modifyclear;import = 506;it_full_name = "draconian armor";it_variety = 13; // Armorit_weapon_skill_used = 0; // Strengthit_protection = 500;it_encumbrance = 5;it_floor_which_icon = 0;it_inventory_icon = 1; it_inventory_icon = 506;it_ability_1 = 11; // Assassinationit_ability_str_1 = 20;it_ability_2 = 12; // Mage Spellsit_ability_str_2 = 20;it_ability_3 = 1; // Strengthit_ability_str_3 = 20;it_ability_4 = 16; // Tool Useit_ability_str_4 = 20; 
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Like this wink

 

begindefineitem 506; // newly defined item

clear;

import = 445; // base item to modify

it_full_name = "draconian armor";

it_variety = 13; // Armor

it_weapon_skill_used = 0; // Strength

it_protection = 500;

it_encumbrance = 5;

it_floor_which_sheet = 506; // sheet number for icons

it_floor_which_icon = 0; // number of icon in the sheet (zero base)

it_inventory_icon = 1; // number of icon in the sheet (zero base)

it_ability_1 = 11; // Assassination

it_ability_str_1 = 20;

it_ability_2 = 12; // Mage Spells

it_ability_str_2 = 20;

it_ability_3 = 1; // Strength

it_ability_str_3 = 20;

it_ability_4 = 16; // Tool Use

it_ability_str_4 = 20;

 

[EDIT]

changed it_floor_which_icon and it_inventory_icon

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Quote:
Originally written by Notus:
Like this;)

begindefineitem 506; // newly defined item
clear;
import = 445; // base item to modify
it_full_name = "draconian armor";
it_variety = 13; // Armor
it_weapon_skill_used = 0; // Strength
it_protection = 500;
it_encumbrance = 5;
it_floor_which_icon = 0;
it_inventory_icon = 1;
it_inventory_icon = 506;
it_ability_1 = 11; // Assassination
it_ability_str_1 = 20;
it_ability_2 = 12; // Mage Spells
it_ability_str_2 = 20;
it_ability_3 = 1; // Strength
it_ability_str_3 = 20;
it_ability_4 = 16; // Tool Use
it_ability_str_4 = 20;
thank you i am sure this would work but my twog file has gone haywire or something the ResEdit graphic is a jumble of coler i loaded the file to see what everything looked like and the items area says draconian armor but the graphic for it is a question mark and when i entered the game to see there it messed he whole town up it said stuff like failed to load door script and i did pick up item and it says (error blades of avernum failed to recognize the items in this scenario you will not see this message until you enter a new town) something like that I'm not sure but it's all going wrong i do not now what to do
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Quote:
Originally written by Notus:
Sorry,
Please revise it as my previous post.
i am sorry but what do you mean ?

oh i have another qustion in another topic i asked about Skribbane herb i beleve i might now have the code for it would this work ?
Code:
 begindefineitem 446;	clear;	it_name = "Skribbane herb";	it_full_name = "Skribbane herb";	it_variety = 7; // Potion	it_bonus = 10;	it_weapon_skill_used = 0; // Strength	it_charges = 5;	it_floor_which_icon = 0;	it_inventory_icon = 0;	it_value = 15;	it_identified = 1; 
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Quote:
Originally written by hawk king:
Quote:
Originally written by Notus:
[qb]Sorry,
Please revise it as my previous post.
i am sorry but what do you mean ?
I edited the code just after I post it, because I found bugs on it. So, please revise it on your side too. You can find the edited code on my previous post.
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Quote:
Hawk King, please use punctuation and capital letters.
hey at least I'm not writing like this r u going to play geneforeg 3 becos im gonna u should 2 see u l8ter

but sure i will put in more of an effort.

EDIT: i can't get to my file i can't edit twotg. every time i try it says
Quote:
Scenario data file error: Edited item out of range (0..499) in line 14.

Major Error 8: There was an error when loading your scenario's custom data script. you won't be able to edit this scenario until the problems in the script are corrected
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As Kelandon said,

begindefineitem 506; // newly defined item

should be changed to

begindefineitem 445; // newly defined item

 

Next line also should be changed.

import = 445; // base item to modify

 

Umm.. what is your base item?

For example, to set it to based on Blessed Plate male(43), change this line to,

import = 43; // base item to modify

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Quote:
Originally written by Kelandon:
Hawk King, please use punctuation and capital letters.

That is a start for skribbane code, but that won't do it by itself. You need to script it with a special ability -- the script for addictive drugs in the Codex is probably the place to start.
i already have that i fixed the problem with loading. i had to delete my data file, I'm working on a new one i will repete in my post above i entered a new code with the script for addictive drugs replacing my scenario script file will it work

EDIT: look what i made wink.jpg raised eyebrow laugh

i did not make these
nanaparty.gif

mellow smiley
huh smiley
happy smiley
oh my smiley
winking smiley
smiley sticking tounge out
big smile smiley
laugh smiley
cool smiley
rolling eyes smiley
sleeping smiley
dry smiley
smiling smiley
smiley in love
mad smiley
worried smiley
unsure smiley
waco smiley
blinking smiley
ninja smiley
mac symbol
bannana man dancing
smiley fighting smiley
newbie bunker
smiley saying something about noobs
rock hard bannana
bannana\'s having a party
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