Kyshakk Koan jlsgaladriel Posted December 12, 2008 Share Posted December 12, 2008 I've seen y'all refering to scripts in your posts, but I'm pretty much clueless as to how to run scripts in Geneforge. Is this something one can do at the [D] prompt? Are there scripts I could use to query mechanics or leadership requirements for certain tasks? (Mines echo their requirement when you don't meet it, but not when your skill is adequate!) Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted December 12, 2008 Share Posted December 12, 2008 Scripts refers to the script folder part of the game folder. In it are scripts (text files)for each zone and dlg.txt for some zones that can be read using a text editor. The game runs these scripts using an interpreter to determine what happens in the zone. Placement of creations that appear when you reach certain spots, text appearing, sign post contents, etc. Reading through the scripts sometimes allows you to find leadership and mechanics needed to cause certain actions or dialog options. You can't get all the information that you want, but it helps sometimes with tough encounters to find out if having a certain leadership level will give you another option besides combat. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan jlsgaladriel Posted December 12, 2008 Author Share Posted December 12, 2008 Oh, I see! So, um, I know that twixx requires leadership 5 to calm, and I'm looking at z1twixx.txt... I can see that he paces (does he?) and attacks and talks, but I can't see the leadership requirement? Is there a help file or forum post I should look at to tell me what the various talkmodes are, or what the not-so-obvious variables mean? Thanks again! Incidently, who_shot_me is a great variable name. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 12, 2008 Share Posted December 12, 2008 The script you should be looking at for things like leadership checks (and most other stuff, for that matter) is the zone script with a name ending in dlg. So since Twixx is in zone #1, you need to open up z1minallahdlg.txt or whatever it's called. Any script named for a character basically just sets up that character's behaviour in combat. The script format isn't really documented at all, although it's similar to the Blades of Avernum scripting language, so if you're familiar with that you'll mostly be able to work it out. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan jlsgaladriel Posted December 12, 2008 Author Share Posted December 12, 2008 nope, not familiar with blades scripting, but knowing the value helps me figure out what the bits must be. I'm guessing get_stat(20) queries leadership. Is gf(x,y) a faction query? Thanks much! Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 12, 2008 Share Posted December 12, 2008 gf means "get flag". Jeff Vogel uses a big array of one-byte values to keep track of what events have happened in the game, and calls them Stuff Done Flags (even though they're not really flags). (x,y) denotes what position in the array to check. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan jlsgaladriel Posted December 12, 2008 Author Share Posted December 12, 2008 Thanks -- I appreciate your willingness to answer Silly Scripting Questions Just being able to verify leadership and mechanics requirements help a lot with writing the walkthrough. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Ohtar Posted December 12, 2008 Share Posted December 12, 2008 The easiest way to figure out what number correspond to which skills and stats is by looking at items you have in the items section of gf5itemschars.txt. The items are named there. I think there's some stuff on the GF4 forum that lists all this info. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall The Ratt Posted December 12, 2008 Share Posted December 12, 2008 Actually that list is quite different for GF5, when I finish my current run through I will probably make a list for GF5. Though it is almost identical, the number for mechanics and leadership has not changed. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan jlsgaladriel Posted December 12, 2008 Author Share Posted December 12, 2008 Quote: the number for mechanics and leadership has not changed. 20 for leadership and 21 for mechanics, methinks. It's not hard to guess the variable names when you know some of the values. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 13, 2008 Share Posted December 13, 2008 I'd be really curious to see what that 20 Leadership check is, because most of the ones I've encountered in the game are 11 or less. The high Mechanics checks are probably all for difficult doors which can be unlocked with either a key or a lot of living tools, so you don't really need it that high. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted December 13, 2008 Share Posted December 13, 2008 jlsgaladriel is referencing the ability number that are leadership and mechanics in the scripts where a check is being made. Not the value that is being checked to see if it is successful. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 13, 2008 Share Posted December 13, 2008 Whoops. Well, uh, disregard my previous post, then! Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Ohtar Posted December 13, 2008 Share Posted December 13, 2008 Originally Posted By: The Ratt Actually that list is quite different for GF5, when I finish my current run through I will probably make a list for GF5. Though it is almost identical, the number for mechanics and leadership has not changed. Yeah, poorly worded on my part. I meant that the numbers identifying stats hadn't changed much, not the item numbers. Quote Link to comment Share on other sites More sharing options...
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