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I cannot believe I did not think of this earlier in Blades of Avernum
Shock Trooper
Member # 4180
Profile #2
Hmmm... yeah, I'd think initialization would become QUITE expensive, especially considering the modest system requirements for the game (any Mac running 8.1 covers a lot of ground, meaning it's going to be running on a fair number of, face it, obsolete boxes).

Still, it's worth bearing in mind for situations where nothing else will do. :)

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Choices and Linearity in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #10
quote:
Originally written by Boots:

Yet set the law after me, and I'll be happy to have a world with as many obscure nooks and crannies as I can find.
Hehe... I'm working on a "push" scenario with just that premise, and the odd thing is, it will be farily smallish (as far as nooks and crannies go). Or, I should say I have both the "push" (the law is on your heiny) AND the "pull" (you have certain well laid out things you need to do to get the law off you, which you discover as you go along). It's also intended to be a comical scenario, however, so the "push" is never allowed to become all THAT dire (even though you'll be hanged if you're caught). Think of it as laughing all the way to the gallows. ;)

That IS an interesting recast, Boots. I think we would be well served to re-examine some of the more successful BoE scenarios (again, I never registered it, so I'm not the one to do that ;) ) in light of of the "push vs. pull" debate.

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Choices and Linearity in Blades of Avernum
Shock Trooper
Member # 4180
Profile #10
quote:
Originally written by Boots:

Yet set the law after me, and I'll be happy to have a world with as many obscure nooks and crannies as I can find.
Hehe... I'm working on a "push" scenario with just that premise, and the odd thing is, it will be farily smallish (as far as nooks and crannies go). Or, I should say I have both the "push" (the law is on your heiny) AND the "pull" (you have certain well laid out things you need to do to get the law off you, which you discover as you go along). It's also intended to be a comical scenario, however, so the "push" is never allowed to become all THAT dire (even though you'll be hanged if you're caught). Think of it as laughing all the way to the gallows. ;)

That IS an interesting recast, Boots. I think we would be well served to re-examine some of the more successful BoE scenarios (again, I never registered it, so I'm not the one to do that ;) ) in light of of the "push vs. pull" debate.

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Choices and Linearity in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #7
Just to clarify one further point (yes, I know I said I wasn't going to post more on this thread--so sue me :D ): I'm part of the BoA designers community, but not the BoE one (I never even registered BoE--I didn't have the time or interest in designing scenarios when it came out). And I certainly don't hold the view that "plot is god". We just had an entire thread (I suppose I should look it up, but I'm too lazy ;) ) where several people disputed that it was.

My point: it's entirely possible to become so involved in plot that you're asking the player to do things that aren't fun, simply to service the plot. The very fact that it services the plot might be fun to some, but not to me and others.

As someone pointed out in that other thread, there are other vehicles better suited to strict story-telling (e.g., novels and movies). To me, games are about having fun. Insofar as plot advances that, it's well and good. But the moment it comes into contention with my fun, the plot had better "give" or I won't be playing that scenario any more. :)

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Choices and Linearity in Blades of Avernum
Shock Trooper
Member # 4180
Profile #7
Just to clarify one further point (yes, I know I said I wasn't going to post more on this thread--so sue me :D ): I'm part of the BoA designers community, but not the BoE one (I never even registered BoE--I didn't have the time or interest in designing scenarios when it came out). And I certainly don't hold the view that "plot is god". We just had an entire thread (I suppose I should look it up, but I'm too lazy ;) ) where several people disputed that it was.

My point: it's entirely possible to become so involved in plot that you're asking the player to do things that aren't fun, simply to service the plot. The very fact that it services the plot might be fun to some, but not to me and others.

As someone pointed out in that other thread, there are other vehicles better suited to strict story-telling (e.g., novels and movies). To me, games are about having fun. Insofar as plot advances that, it's well and good. But the moment it comes into contention with my fun, the plot had better "give" or I won't be playing that scenario any more. :)

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Choices and Linearity in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #5
No one is jumping down anyone's throat here, Creator. I think Shyguy and I both expressed our differing opinions in a very civil manner. Heck, we both said it was a well-written and insightful article (or words to that effect), even.

As to how to write an article "without expressing an opinion", neither of us said that's what should be done. I said an article is not an appropriate vehicle for PUSHING an opinion (to paraphrase myself). That can be avoided by a) stating the opposing opinion if/when you know one exists; and b) not stating an opinion in a way that makes it appear to be accepted fact to a casual reader. Drakefyre indeed does at least some of (a), which is what led me to say I think he was making an attempt to present a fair, unbiased article. However, I think he failed (b) in a few places.

AFAIK, the "opinions" you say TM is pushing in his article are accepted as fact by the community. Too much fighting IS bad. Too much outdoors IS bad. And a scenario without an ending (of some sort) would hardly be worth playing. No one that I know of holds a differing view of those things. So presenting them as "fact" is fine.

However, there ARE several people around here who dispute that "plot is god". It CAN be, quite sucessfully. But it certainly doesn't have to be. Therefore, I would tend to think that a fair and balanced article shouldn't state plot is the most important thing in a scenario without clearly indicating that it's the author's opinion and others feel differently.

The whole point of articles is to teach fledgling scenario designers the art of the craft. If we tell them "plot is god" without offering any opposing views, all we're ever likely to see coming down the pipe are plot-intensive scenarios. That would suit some around here just fine, I'm sure; but I, for one, would rather see a variety of things.

I don't intend to get into a shouting match here. I've politely stated my view and will be moving along now. :)

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Choices and Linearity in Blades of Avernum
Shock Trooper
Member # 4180
Profile #5
No one is jumping down anyone's throat here, Creator. I think Shyguy and I both expressed our differing opinions in a very civil manner. Heck, we both said it was a well-written and insightful article (or words to that effect), even.

As to how to write an article "without expressing an opinion", neither of us said that's what should be done. I said an article is not an appropriate vehicle for PUSHING an opinion (to paraphrase myself). That can be avoided by a) stating the opposing opinion if/when you know one exists; and b) not stating an opinion in a way that makes it appear to be accepted fact to a casual reader. Drakefyre indeed does at least some of (a), which is what led me to say I think he was making an attempt to present a fair, unbiased article. However, I think he failed (b) in a few places.

AFAIK, the "opinions" you say TM is pushing in his article are accepted as fact by the community. Too much fighting IS bad. Too much outdoors IS bad. And a scenario without an ending (of some sort) would hardly be worth playing. No one that I know of holds a differing view of those things. So presenting them as "fact" is fine.

However, there ARE several people around here who dispute that "plot is god". It CAN be, quite sucessfully. But it certainly doesn't have to be. Therefore, I would tend to think that a fair and balanced article shouldn't state plot is the most important thing in a scenario without clearly indicating that it's the author's opinion and others feel differently.

The whole point of articles is to teach fledgling scenario designers the art of the craft. If we tell them "plot is god" without offering any opposing views, all we're ever likely to see coming down the pipe are plot-intensive scenarios. That would suit some around here just fine, I'm sure; but I, for one, would rather see a variety of things.

I don't intend to get into a shouting match here. I've politely stated my view and will be moving along now. :)

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Choices and Linearity in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #3
I hate to say this, as much as I respect you, Drakefyre, but this whole article DOES seem a bit more like an apologia for the supremacy of story than a general article on good scenario design.

Statements like "Open-ended scenarios that follow the first model are more likely to be well-received, based on the high favor that a plot curries in the community" are not above dispute, given the heated debate we just had over just how important plot is. They're more likely to be well received by you, and some of the more vocal others around here; but I don't think we've established the community as a whole feels that way.

You then go on to say, "Never forget that the main plot is the focus of the scenario, and everything else serves to flesh out the world and offer a break from the general plotline." Again, this is what we just had a huge debate about, in another thread, and no consensus was reached that plot is the overriding consideration.

Creator, yes Drakefyre is indeed entitled to his own opinion, and I doubt anyone here would dispsute that. However, I don't believe an article ostensibly dealing with the proper way to design a scenario is the best vehicle for expressing that opinion. I would hope article authors would strive to take an unbiased view.

For the record, I believe Drakefyre did just that, but fell a bit short of the mark in this particular instance. Overall, it's a well written article that makes some good points. I just think a bit of rewriting to remove some of the more flagrant pushing of one person's view as the "best" way to design a scenario is in order.

Now my own apologia :) : That, of course, is all just my own opinion and can be taken or discarded as desired.

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Choices and Linearity in Blades of Avernum
Shock Trooper
Member # 4180
Profile #3
I hate to say this, as much as I respect you, Drakefyre, but this whole article DOES seem a bit more like an apologia for the supremacy of story than a general article on good scenario design.

Statements like "Open-ended scenarios that follow the first model are more likely to be well-received, based on the high favor that a plot curries in the community" are not above dispute, given the heated debate we just had over just how important plot is. They're more likely to be well received by you, and some of the more vocal others around here; but I don't think we've established the community as a whole feels that way.

You then go on to say, "Never forget that the main plot is the focus of the scenario, and everything else serves to flesh out the world and offer a break from the general plotline." Again, this is what we just had a huge debate about, in another thread, and no consensus was reached that plot is the overriding consideration.

Creator, yes Drakefyre is indeed entitled to his own opinion, and I doubt anyone here would dispsute that. However, I don't believe an article ostensibly dealing with the proper way to design a scenario is the best vehicle for expressing that opinion. I would hope article authors would strive to take an unbiased view.

For the record, I believe Drakefyre did just that, but fell a bit short of the mark in this particular instance. Overall, it's a well written article that makes some good points. I just think a bit of rewriting to remove some of the more flagrant pushing of one person's view as the "best" way to design a scenario is in order.

Now my own apologia :) : That, of course, is all just my own opinion and can be taken or discarded as desired.

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Monsters dropping items... in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #9
I saw it announced on the Inside Mac Games site, but not here.

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Monsters dropping items... in Blades of Avernum
Shock Trooper
Member # 4180
Profile #9
I saw it announced on the Inside Mac Games site, but not here.

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Monsters dropping items... in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #7
Considering 1.0.1 is already up for download, I doubt it. :)

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Monsters dropping items... in Blades of Avernum
Shock Trooper
Member # 4180
Profile #7
Considering 1.0.1 is already up for download, I doubt it. :)

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Simple messenger script in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #4
Yes, I definitely found Kharl irritating, to say the least. :D

I made your suggested change, Isaac, as an alternative behavior based on the value of memory cell 5, and edited the first post with it.

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Simple messenger script in Blades of Avernum
Shock Trooper
Member # 4180
Profile #4
Yes, I definitely found Kharl irritating, to say the least. :D

I made your suggested change, Isaac, as an alternative behavior based on the value of memory cell 5, and edited the first post with it.

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Am I missing something? (food items) in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #25
In the "Item, Special Item and Gold Calls" section we have:

short has_item_of_class(short which_class,short take_item)

I'm saying that JV needs to add a complimentary call like this:

short has_item_of_variety(short which_variety,short take_item)

so that we can just directly check for food (or weapons, or armor, or whatever), without all the special class rigamarole or the expensive item by item check to see if there's anything that matches.

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Am I missing something? (food items) in Blades of Avernum
Shock Trooper
Member # 4180
Profile #25
In the "Item, Special Item and Gold Calls" section we have:

short has_item_of_class(short which_class,short take_item)

I'm saying that JV needs to add a complimentary call like this:

short has_item_of_variety(short which_variety,short take_item)

so that we can just directly check for food (or weapons, or armor, or whatever), without all the special class rigamarole or the expensive item by item check to see if there's anything that matches.

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Simple messenger script in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #2
Sure, that'd work. :) I just (personally) tend to hate having initiative taken away from me, as a player, unless there's a DURN good reason for it. ;) Still, I could see circumstances where there just might be a durn good reason for it. :)

When I get a few spare moments, maybe I'll code an alternative that either waits politely or interrupts, based on the value of a memory cell, and replace the script in the first post with it.

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Simple messenger script in Blades of Avernum
Shock Trooper
Member # 4180
Profile #2
Sure, that'd work. :) I just (personally) tend to hate having initiative taken away from me, as a player, unless there's a DURN good reason for it. ;) Still, I could see circumstances where there just might be a durn good reason for it. :)

When I get a few spare moments, maybe I'll code an alternative that either waits politely or interrupts, based on the value of a memory cell, and replace the script in the first post with it.

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Am I missing something? (food items) in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #22
quote:
Originally written by Drakefyre:

Any food from other scenarios will not have the special class.
Good point... and YA reason we need has_item_of_variety() to supplement has_item_of_class(). :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Am I missing something? (food items) in Blades of Avernum
Shock Trooper
Member # 4180
Profile #22
quote:
Originally written by Drakefyre:

Any food from other scenarios will not have the special class.
Good point... and YA reason we need has_item_of_variety() to supplement has_item_of_class(). :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Simple messenger script in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #0
Here's a script for a simple messenger NPC. This NPC will follow the party, at a distance specified in memory cell 4, and occasionally put up a text bubble saying "Psst! I want to talk to you!". If/when the party speaks to the NPC, a flag specified in memory cells 1 and 2 is set and the NPC reverts to standard behavior (as per basicnpc).

Pretty basic stuff, but someone who doesn't know how to script might find it useful. :)

// cmessenger.txt
// A simple creature that follows the party until his message is delivered.
// After that, his behavior is identical to basicnpc.
// Memory Cells:
// Cell 0 - How creature moves after delivering his message.
// 0 - If 0, wander randomly.
// 1 - Stands still until a target appears.
// 2 - Completely immobile, even if target appears.
// Cell 1,2 - Stuff done flag. If both 0, nothing (and messenger will continue
// following the party forever). Otherwise when the message
// is deliverd this is set to 1. (Example: If cell 1 is 3 and cell 2 is 5, when
// message is delivered, sets SDF(3,5) to 1.)
// Cell 3 - Dialogue node to start with if talked to. If left at 0, this
// character doesn't talk, and will just follow the party forever.
// Cell 4 - How closely to follow party.
// Cell 5 - Messenger behavior. If 0, messenger follows and politely waits for the
// player to initiate dialog. If 1, messenger initiates dialog as soon as he is
// within the range specified in Cell 4.

begincreaturescript;

variables;

short i,target,near;

body;

beginstate INIT_STATE;
// our creature is always mobile to start with, so remove mobility check present
// in basicnpc
break;

beginstate DEAD_STATE;
// by default, nothing to do here for a messenger
break;

beginstate START_STATE;
// if I have a target for some reason, go attack it
if (target_ok()) {
if (dist_to_char(get_target()) <= 16)
set_state(3);
else set_target(ME,-1);
}

// Look for a target, attack it if visible
if (select_target(ME,8,0)) {
do_attack();
set_state(3);
}

// Have I been hit? Strike back!
if (who_hit_me() >= 0) {
set_target(ME,who_hit_me());
do_attack();
set_state(3);
}

if ((get_memory_cell(1) != 0 || get_memory_cell(2) != 0) && (get_flag(get_memory_cell(1),
get_memory_cell(2)) == 1)) { // message already delivered
// Just peacefully move around. Go back to start, if I'm too far
// from where I started.
if ((my_dist_from_start() >= 6) || ((my_dist_from_start() > 0) &&
(get_memory_cell(0) > 0))) {
if (get_ran(1,1,100) < 40)
return_to_start(ME,1);
}
else if (get_memory_cell(0) == 0) {
fidget(ME,25);
}
} else {
// just follow party. If we're within range, either fidget or put up a text bubble
near = maintain_dist_to_char(ME, 0, get_memory_cell(4));
if (near == TRUE) { // already within range, didn't need to move
if (get_memory_cell(5) == 1) { // initiate dialog as soon as we're within range
if (get_memory_cell(1) != 0 || get_memory_cell(2) !=0)
set_flag(get_memory_cell(1), get_memory_cell(2), 1);
begin_talk_mode(get_memory_cell(3));
} else { // politely wait for the player to initiate dialog
if (get_ran(1,1,100) < 60) {
text_bubble_on_char(ME, "Psst! I want to talk to you!");
} else {
fidget(ME,10);
}
}
}
}

// if we're in combat and the above didn't give me anything to do, just
// stop now. Otherwise, game will keep running script, and that eats up CPU time.
if (am_i_doing_action() == FALSE)
end_combat_turn();
break;

beginstate 3; // attacking
if (target_ok() == FALSE)
set_state(START_STATE);
do_attack();
break;

beginstate TALKING_STATE;
if (get_memory_cell(3) == 0) {
print_str("Talking: It doesn't respond.");
end();
}
// talking, so we can deliver our message... set the flag
if (get_memory_cell(5) != 1 && (get_memory_cell(1) != 0 || get_memory_cell(2) !=0))
set_flag(get_memory_cell(1), get_memory_cell(2), 1);
begin_talk_mode(get_memory_cell(3));
break;
-spdyerbytes

EDIT: Changed script to affect messenger behavior, as suggested by Isaac, depending on the value of memory cell 5. If Cell 5 is 0, the messenger follows and waits politely for the player to initiate dialog. If Cell 5 is 1, the messenger will initiate dialog as soon as he is within the distance specified in Cell 4.

[ Wednesday, April 07, 2004 01:58: Message edited by: spyderbytes ]

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Simple messenger script in Blades of Avernum
Shock Trooper
Member # 4180
Profile #0
Here's a script for a simple messenger NPC. This NPC will follow the party, at a distance specified in memory cell 4, and occasionally put up a text bubble saying "Psst! I want to talk to you!". If/when the party speaks to the NPC, a flag specified in memory cells 1 and 2 is set and the NPC reverts to standard behavior (as per basicnpc).

Pretty basic stuff, but someone who doesn't know how to script might find it useful. :)

// cmessenger.txt
// A simple creature that follows the party until his message is delivered.
// After that, his behavior is identical to basicnpc.
// Memory Cells:
// Cell 0 - How creature moves after delivering his message.
// 0 - If 0, wander randomly.
// 1 - Stands still until a target appears.
// 2 - Completely immobile, even if target appears.
// Cell 1,2 - Stuff done flag. If both 0, nothing (and messenger will continue
// following the party forever). Otherwise when the message
// is deliverd this is set to 1. (Example: If cell 1 is 3 and cell 2 is 5, when
// message is delivered, sets SDF(3,5) to 1.)
// Cell 3 - Dialogue node to start with if talked to. If left at 0, this
// character doesn't talk, and will just follow the party forever.
// Cell 4 - How closely to follow party.
// Cell 5 - Messenger behavior. If 0, messenger follows and politely waits for the
// player to initiate dialog. If 1, messenger initiates dialog as soon as he is
// within the range specified in Cell 4.

begincreaturescript;

variables;

short i,target,near;

body;

beginstate INIT_STATE;
// our creature is always mobile to start with, so remove mobility check present
// in basicnpc
break;

beginstate DEAD_STATE;
// by default, nothing to do here for a messenger
break;

beginstate START_STATE;
// if I have a target for some reason, go attack it
if (target_ok()) {
if (dist_to_char(get_target()) <= 16)
set_state(3);
else set_target(ME,-1);
}

// Look for a target, attack it if visible
if (select_target(ME,8,0)) {
do_attack();
set_state(3);
}

// Have I been hit? Strike back!
if (who_hit_me() >= 0) {
set_target(ME,who_hit_me());
do_attack();
set_state(3);
}

if ((get_memory_cell(1) != 0 || get_memory_cell(2) != 0) && (get_flag(get_memory_cell(1),
get_memory_cell(2)) == 1)) { // message already delivered
// Just peacefully move around. Go back to start, if I'm too far
// from where I started.
if ((my_dist_from_start() >= 6) || ((my_dist_from_start() > 0) &&
(get_memory_cell(0) > 0))) {
if (get_ran(1,1,100) < 40)
return_to_start(ME,1);
}
else if (get_memory_cell(0) == 0) {
fidget(ME,25);
}
} else {
// just follow party. If we're within range, either fidget or put up a text bubble
near = maintain_dist_to_char(ME, 0, get_memory_cell(4));
if (near == TRUE) { // already within range, didn't need to move
if (get_memory_cell(5) == 1) { // initiate dialog as soon as we're within range
if (get_memory_cell(1) != 0 || get_memory_cell(2) !=0)
set_flag(get_memory_cell(1), get_memory_cell(2), 1);
begin_talk_mode(get_memory_cell(3));
} else { // politely wait for the player to initiate dialog
if (get_ran(1,1,100) < 60) {
text_bubble_on_char(ME, "Psst! I want to talk to you!");
} else {
fidget(ME,10);
}
}
}
}

// if we're in combat and the above didn't give me anything to do, just
// stop now. Otherwise, game will keep running script, and that eats up CPU time.
if (am_i_doing_action() == FALSE)
end_combat_turn();
break;

beginstate 3; // attacking
if (target_ok() == FALSE)
set_state(START_STATE);
do_attack();
break;

beginstate TALKING_STATE;
if (get_memory_cell(3) == 0) {
print_str("Talking: It doesn't respond.");
end();
}
// talking, so we can deliver our message... set the flag
if (get_memory_cell(5) != 1 && (get_memory_cell(1) != 0 || get_memory_cell(2) !=0))
set_flag(get_memory_cell(1), get_memory_cell(2), 1);
begin_talk_mode(get_memory_cell(3));
break;
-spdyerbytes

EDIT: Changed script to affect messenger behavior, as suggested by Isaac, depending on the value of memory cell 5. If Cell 5 is 0, the messenger follows and waits politely for the player to initiate dialog. If Cell 5 is 1, the messenger will initiate dialog as soon as he is within the distance specified in Cell 4.

[ Wednesday, April 07, 2004 01:58: Message edited by: spyderbytes ]

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Am I missing something? (food items) in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #19
Thanks for the list, Newtfeet! I already decided it would be better if my NPC wanted a particular food item in this instance, however. Especially since the NPC is a talking dog (who would obviously prefer meat of some sort--it's a comical scenario so I can get by with such things ;) ) and if I add food items (and I'm sure I will) I'd have to ensure my lists stay in synch. The "any food" was just a compromise I was willing to make if there was a simple way to do it. Sorry you went to the effort and I'm not using it. :( Maybe it will help someone who comes along after me, though.

And yes, I'm well aware of the distinction in interpreted and precompiled languages, and probably should have worded my post better. Still, there's no public call to access JV's private function, regardless of whether one is an apple and the other is an orange. :)

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Am I missing something? (food items) in Blades of Avernum
Shock Trooper
Member # 4180
Profile #19
Thanks for the list, Newtfeet! I already decided it would be better if my NPC wanted a particular food item in this instance, however. Especially since the NPC is a talking dog (who would obviously prefer meat of some sort--it's a comical scenario so I can get by with such things ;) ) and if I add food items (and I'm sure I will) I'd have to ensure my lists stay in synch. The "any food" was just a compromise I was willing to make if there was a simple way to do it. Sorry you went to the effort and I'm not using it. :( Maybe it will help someone who comes along after me, though.

And yes, I'm well aware of the distinction in interpreted and precompiled languages, and probably should have worded my post better. Still, there's no public call to access JV's private function, regardless of whether one is an apple and the other is an orange. :)

-spyderbytes

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00

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