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open locked doors with SDF? in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #5
It's much easier and quicker to type in ...

action = set_sdf 0 2 1;

then...
code = set_flag(0,2,1);
break;

And healers? It's much easier to add it into the code part of a script. And, healers can now give discounts to regular customers!

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Posts: 2864 | Registered: Monday, September 8 2003 07:00
Dialogue in Blades of Avernum Editor
Shaper
Member # 3442
Profile Homepage #8
As long as your town script has it's START_STATE, EXIT_STATE and INIT_STATE and anything else needed, it shouldn't matter.

I presume that that town script has no errors? And, make sure you haven't left a mistake in the dialogue script - check by entering town in your scenario and looking for an error in the text area.

If that's ok, check to make sure that you've used the correct method of assigning dialogue. In the creature editing dialog box, you should put the talknode in box three, as explained by Drakefyre. You might have used the state number instead - I did first time!

Finally, make sure that you have placed the dialgue (and town) script in the folder containing the actual scenario file.

If you have made an error in either script, you'll have to pick over it looking for mistakes. A common one is using "beginstate 4" instead of "begintalknode 4" in a dialogue script. Failing that I'm stumped without more info...

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And when you want to Live
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Posts: 2864 | Registered: Monday, September 8 2003 07:00
Dialogue in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #8
As long as your town script has it's START_STATE, EXIT_STATE and INIT_STATE and anything else needed, it shouldn't matter.

I presume that that town script has no errors? And, make sure you haven't left a mistake in the dialogue script - check by entering town in your scenario and looking for an error in the text area.

If that's ok, check to make sure that you've used the correct method of assigning dialogue. In the creature editing dialog box, you should put the talknode in box three, as explained by Drakefyre. You might have used the state number instead - I did first time!

Finally, make sure that you have placed the dialgue (and town) script in the folder containing the actual scenario file.

If you have made an error in either script, you'll have to pick over it looking for mistakes. A common one is using "beginstate 4" instead of "begintalknode 4" in a dialogue script. Failing that I'm stumped without more info...

--------------------
And when you want to Live
How do you start?
Where do you go?
Who do you need to know?

Posts: 2864 | Registered: Monday, September 8 2003 07:00
Personality problems in Blades of Avernum Editor
Shaper
Member # 3442
Profile Homepage #9
AFAIK, there is only one way to pass a personality to the game, and that is in the Creature dialog box whilst editing towns. The "personality" string in dialogue scripts is just there to let us keep track of who the node is for. In fact, it's usless, if you do all the dialogu or one character at a time.

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*Name by Slarty
Posts: 2864 | Registered: Monday, September 8 2003 07:00
Personality problems in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #9
AFAIK, there is only one way to pass a personality to the game, and that is in the Creature dialog box whilst editing towns. The "personality" string in dialogue scripts is just there to let us keep track of who the node is for. In fact, it's usless, if you do all the dialogu or one character at a time.

--------------------
And when you want to Live
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Posts: 2864 | Registered: Monday, September 8 2003 07:00
unidentified items? in Blades of Avernum Editor
Shaper
Member # 3442
Profile Homepage #7
Curses are a good thing.

No, really, listen.

Imagine a uber-powerful sword, that's cursed. Imagine that it gives an advantage over a boss, or baddie. Now imagine that if you use it, you get cursed. Is it worth using it and saving others, or being stuck until you find a healer (which not all towns have)?

That kind of thing makes for a good scenario. It's similar to Drakey's article about good items. Throw in a few other twists, like you can only use it on one character, and once it's used your health starts draining, and it'll really make the player think.

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Posts: 2864 | Registered: Monday, September 8 2003 07:00
unidentified items? in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #7
Curses are a good thing.

No, really, listen.

Imagine a uber-powerful sword, that's cursed. Imagine that it gives an advantage over a boss, or baddie. Now imagine that if you use it, you get cursed. Is it worth using it and saving others, or being stuck until you find a healer (which not all towns have)?

That kind of thing makes for a good scenario. It's similar to Drakey's article about good items. Throw in a few other twists, like you can only use it on one character, and once it's used your health starts draining, and it'll really make the player think.

--------------------
And when you want to Live
How do you start?
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Posts: 2864 | Registered: Monday, September 8 2003 07:00
Manipulating Time. in Blades of Avernum Editor
Shaper
Member # 3442
Profile Homepage #12
quote:
Originally written by Garrison:

The outdoors are very rigid compared to Towns, I'm afraid.

What you are proposing seems like a good idea, but there is probably some error in your implementation. You should also realize the problem this would cause with monsters scripts before you get too wrapped up in this.

Errr... problems with monster scripts? What do you mean?

And I tried the SDF trick, but no luck. Does
(set_ticks_forward(-1))
cease all ticks, effectively stopping the timer?

The way I implemented the sdf counter was to use (inc_flag(0,1,1))
in the scenario files start_state. Then, I stuck in a
if(get_flag(0,1) == 255)
{ inc_flag(0,2,1);
}

Finally, I used a
(if(get_flag(0,1) == 1) && if(get_flag(0,2) == 250) {

set_ticks_forward(5000) (i.e. a day).

But no cigar.

I'd love to post the script, but it's not on this computer, so I can't. If all else fails though, it looks like I'll have to adapt the plot so the darkness is more like that in LotR: The Return of the King film, in that day exists, it's just slightly darker. It's all I can do.

--------------------
And when you want to Live
How do you start?
Where do you go?
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Posts: 2864 | Registered: Monday, September 8 2003 07:00
Manipulating Time. in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #12
quote:
Originally written by Garrison:

The outdoors are very rigid compared to Towns, I'm afraid.

What you are proposing seems like a good idea, but there is probably some error in your implementation. You should also realize the problem this would cause with monsters scripts before you get too wrapped up in this.

Errr... problems with monster scripts? What do you mean?

And I tried the SDF trick, but no luck. Does
(set_ticks_forward(-1))
cease all ticks, effectively stopping the timer?

The way I implemented the sdf counter was to use (inc_flag(0,1,1))
in the scenario files start_state. Then, I stuck in a
if(get_flag(0,1) == 255)
{ inc_flag(0,2,1);
}

Finally, I used a
(if(get_flag(0,1) == 1) && if(get_flag(0,2) == 250) {

set_ticks_forward(5000) (i.e. a day).

But no cigar.

I'd love to post the script, but it's not on this computer, so I can't. If all else fails though, it looks like I'll have to adapt the plot so the darkness is more like that in LotR: The Return of the King film, in that day exists, it's just slightly darker. It's all I can do.

--------------------
And when you want to Live
How do you start?
Where do you go?
Who do you need to know?

Posts: 2864 | Registered: Monday, September 8 2003 07:00
Manipulating Time. in Blades of Avernum Editor
Shaper
Member # 3442
Profile Homepage #0
I have a problem. The plot of my scenario (which is coming on well btw) demands that the game is dark. Basically, the sun has been shrouded so that the baddie can get his minions up onto the surface.

Now, in order to achieve this, I used:

set_ticks_forward(-1)

as is done in Babysitting. This worked, in that it was always evening. However, I soon found a problem.

Should the player use a special ability, they would never be able to use it again. This was bad, but workable. I could say that the evil magic blocking the sun stops their skills recharging.

Then, though, another problem emerged. My scenario needed the party to have a special item to finish it. Since this item was only obtainable after baddies attacked a fort ON DAY 3, it couldn't be finished. Oops.

So, using a timer in the scenario Start_state, I tried to get a variable to count up to 5000, where it would set_ticks_forward(5000) (a day), and reset the timer. At first, the thing skipped a day each turn, and then nothing at all.

I've also tried using two SDFs to act as a counter, setting the clock forward after both equalled a certain number. No luck.

It's vital that the action takes place in the dark, so any ideas? If not, I'll have to scrap the thing, something I'm not overly keen about.

[ Tuesday, August 10, 2004 07:23: Message edited by: SupaNik ]

--------------------
And when you want to Live
How do you start?
Where do you go?
Who do you need to know?

Posts: 2864 | Registered: Monday, September 8 2003 07:00
Manipulating Time. in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #0
I have a problem. The plot of my scenario (which is coming on well btw) demands that the game is dark. Basically, the sun has been shrouded so that the baddie can get his minions up onto the surface.

Now, in order to achieve this, I used:

set_ticks_forward(-1)

as is done in Babysitting. This worked, in that it was always evening. However, I soon found a problem.

Should the player use a special ability, they would never be able to use it again. This was bad, but workable. I could say that the evil magic blocking the sun stops their skills recharging.

Then, though, another problem emerged. My scenario needed the party to have a special item to finish it. Since this item was only obtainable after baddies attacked a fort ON DAY 3, it couldn't be finished. Oops.

So, using a timer in the scenario Start_state, I tried to get a variable to count up to 5000, where it would set_ticks_forward(5000) (a day), and reset the timer. At first, the thing skipped a day each turn, and then nothing at all.

I've also tried using two SDFs to act as a counter, setting the clock forward after both equalled a certain number. No luck.

It's vital that the action takes place in the dark, so any ideas? If not, I'll have to scrap the thing, something I'm not overly keen about.

[ Tuesday, August 10, 2004 07:23: Message edited by: SupaNik ]

--------------------
And when you want to Live
How do you start?
Where do you go?
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Posts: 2864 | Registered: Monday, September 8 2003 07:00
Splitting Up Party in Blades of Avernum Editor
Shaper
Member # 3442
Profile Homepage #13
Damn. Thanks anyway.

Edit: Tried erase_char call on PC. And got an error. I don't know if it's my bad scripting, or an error though. Has anyone else tried it?

[ Saturday, July 24, 2004 06:55: Message edited by: SupaNik ]

--------------------
And when you want to Live
How do you start?
Where do you go?
Who do you need to know?

Posts: 2864 | Registered: Monday, September 8 2003 07:00
Splitting Up Party in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #13
Damn. Thanks anyway.

Edit: Tried erase_char call on PC. And got an error. I don't know if it's my bad scripting, or an error though. Has anyone else tried it?

[ Saturday, July 24, 2004 06:55: Message edited by: SupaNik ]

--------------------
And when you want to Live
How do you start?
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Posts: 2864 | Registered: Monday, September 8 2003 07:00
Splitting Up Party in Blades of Avernum Editor
Shaper
Member # 3442
Profile Homepage #11
Of course, if a single PC party was used, I'd give them an NPC like the sister in Babysitting. It's just an idea...

An NPC might be good.

And... an idea.

What call did Jeff use in the Avernum games that allowed character storage, making room for new characters. Look at Fort Avernum, in A1 for an example in a demo. If we knew that, it would be simple to use it in this case, wouldn't it?

--------------------
And when you want to Live
How do you start?
Where do you go?
Who do you need to know?

Posts: 2864 | Registered: Monday, September 8 2003 07:00
Splitting Up Party in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #11
Of course, if a single PC party was used, I'd give them an NPC like the sister in Babysitting. It's just an idea...

An NPC might be good.

And... an idea.

What call did Jeff use in the Avernum games that allowed character storage, making room for new characters. Look at Fort Avernum, in A1 for an example in a demo. If we knew that, it would be simple to use it in this case, wouldn't it?

--------------------
And when you want to Live
How do you start?
Where do you go?
Who do you need to know?

Posts: 2864 | Registered: Monday, September 8 2003 07:00
Anti - Parties in Blades of Avernum Editor
Shaper
Member # 3442
Profile Homepage #7
I'd like to mimic everything the party does immediatley. I don't want to say why, without giving too much plot away. I've experimented with the idea of using cutscenes, but it just looks wrong.

--------------------
And when you want to Live
How do you start?
Where do you go?
Who do you need to know?

Posts: 2864 | Registered: Monday, September 8 2003 07:00
Anti - Parties in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #7
I'd like to mimic everything the party does immediatley. I don't want to say why, without giving too much plot away. I've experimented with the idea of using cutscenes, but it just looks wrong.

--------------------
And when you want to Live
How do you start?
Where do you go?
Who do you need to know?

Posts: 2864 | Registered: Monday, September 8 2003 07:00
Splitting Up Party in Blades of Avernum Editor
Shaper
Member # 3442
Profile Homepage #8
Mmmm. Thanks guys. I wanted an hostage type of situation, but it's clear it's for too much bother for a person of my skill.

However, I may just stick it in anyway, and if betatesters complain, I'll remove it.

--------------------
And when you want to Live
How do you start?
Where do you go?
Who do you need to know?

Posts: 2864 | Registered: Monday, September 8 2003 07:00
Splitting Up Party in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #8
Mmmm. Thanks guys. I wanted an hostage type of situation, but it's clear it's for too much bother for a person of my skill.

However, I may just stick it in anyway, and if betatesters complain, I'll remove it.

--------------------
And when you want to Live
How do you start?
Where do you go?
Who do you need to know?

Posts: 2864 | Registered: Monday, September 8 2003 07:00
Favorite Scenario in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #12
begintalknode 12;
state = -1;
nextstate = -1;
question = "Favourite scenario?";
text1 = "_My favourite has to be ASR. DwtD was like a game I'd played previosly (The Nights Chill), and TZKR sucked major._"

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And when you want to Live
How do you start?
Where do you go?
Who do you need to know?

Posts: 2864 | Registered: Monday, September 8 2003 07:00
Does anyone else notice the lack of scenarios? in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #5
Actually, I had a little scenario, but my brother deleted it from my computer in a mad rage. It was Babysitting size, and quite poor though...

Now, I am making a self-proclaimed masterpiece. It should be ready in about three weeks. (Read: Seven months!)

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How do you start?
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*Name by Slarty, so blame him if it's filthy...
Posts: 2864 | Registered: Monday, September 8 2003 07:00
Avernum 4 or Nethergate 2 in General
Shaper
Member # 3442
Profile Homepage #41
Ah. It's good to see that the Spiderweb Community is still as crazy as ever. So, Nethergate 2? How would that work. Personally, if Jeff could do it well (and I have every faith in him), Nethergate 2 would be SW's greatest game.

Avernum 4 couldn't possibly happen, could it? Jeff finished the series off nicely. Surely the only way forward is with a prequel. But, again, that wouldn't fit with the wording of Jeff's announcement.

Anyway, I voted N2, cos it sounds way better than t'other one.

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"I am a living sign..."

Thus endeth this post.
Posts: 2864 | Registered: Monday, September 8 2003 07:00
How do I export a map? in Blades of Avernum Editor
Shaper
Member # 3442
Profile Homepage #2
Or he "print-screened" and cropped the image to size?

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And when you want to Live
How do you start?
Where do you go?
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Posts: 2864 | Registered: Monday, September 8 2003 07:00
How do I export a map? in Blades of Avernum
Shaper
Member # 3442
Profile Homepage #2
Or he "print-screened" and cropped the image to size?

--------------------
And when you want to Live
How do you start?
Where do you go?
Who do you need to know?

Posts: 2864 | Registered: Monday, September 8 2003 07:00
Anti - Parties in Blades of Avernum Editor
Shaper
Member # 3442
Profile Homepage #0
Is there any way to construct a group of 4 characters that move identically, but oppositely, to the party - moving left instead of right. Players of Tomb Raider 1 will understand what I mean.

For instance, if the party moves one space NW, the other group will move SE. This would be perfect for my scenario, so please help!

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And when you want to Live
How do you start?
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Posts: 2864 | Registered: Monday, September 8 2003 07:00

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