Profile for Blank83
Field | Value |
---|---|
Displayed name | Blank83 |
Member number | 4701 |
Title | Apprentice |
Postcount | 4 |
Homepage | |
Registered | Monday, July 12 2004 07:00 |
Recent posts
Author | Recent posts |
---|---|
Question: Is there a call to get the PC's name? in Blades of Avernum Editor | |
Apprentice
Member # 4701
|
written Wednesday, July 14 2004 10:41
Profile
Ah, but having a female PC would only make it kinkier. Think of it as an added bonus. Posts: 4 | Registered: Monday, July 12 2004 07:00 |
Question: Is there a call to get the PC's name? in Blades of Avernum | |
Apprentice
Member # 4701
|
written Wednesday, July 14 2004 10:41
Profile
Ah, but having a female PC would only make it kinkier. Think of it as an added bonus. Posts: 4 | Registered: Monday, July 12 2004 07:00 |
A free great text/script editor for BoA! in Blades of Avernum Editor | |
Apprentice
Member # 4701
|
written Wednesday, July 14 2004 06:35
Profile
Crimson Editor has color coding as well, and it can be easily customized... you just need to make an spc and key file for the language. IT comes with 20 or so languages, so there are plenty of examples to look at, but I can't really decipher how they work. Otherwise I'd make one for Avernumscript. Posts: 4 | Registered: Monday, July 12 2004 07:00 |
A free great text/script editor for BoA! in Blades of Avernum | |
Apprentice
Member # 4701
|
written Wednesday, July 14 2004 06:35
Profile
Crimson Editor has color coding as well, and it can be easily customized... you just need to make an spc and key file for the language. IT comes with 20 or so languages, so there are plenty of examples to look at, but I can't really decipher how they work. Otherwise I'd make one for Avernumscript. Posts: 4 | Registered: Monday, July 12 2004 07:00 |
Stumped on dialogue. in Blades of Avernum Editor | |
Apprentice
Member # 4701
|
written Tuesday, July 13 2004 10:00
Profile
quote: quote:I had never really planned on releasing it. And thanks both of you. I did end up figuring out the START_STATE part on my own, though. [ Tuesday, July 13, 2004 10:07: Message edited by: Blank83 ] Posts: 4 | Registered: Monday, July 12 2004 07:00 |
Stumped on dialogue. in Blades of Avernum | |
Apprentice
Member # 4701
|
written Tuesday, July 13 2004 10:00
Profile
quote: quote:I had never really planned on releasing it. And thanks both of you. I did end up figuring out the START_STATE part on my own, though. [ Tuesday, July 13, 2004 10:07: Message edited by: Blank83 ] Posts: 4 | Registered: Monday, July 12 2004 07:00 |
Stumped on dialogue. in Blades of Avernum Editor | |
Apprentice
Member # 4701
|
written Tuesday, July 13 2004 05:58
Profile
I've been making a HLPM for the last couple of days, really just to familiarize myself with the editor before I get started on a real scenario. Anyway, it's basically done, except for a strange problem. I have 7 shops in the HLPM: Priest Spells, Mage Spells, Alchemy Recipes, Combat Skills, Weapons, Armor, and Misc. items. I've set up the shops for each of them (starting with shop 129 and going down, to avoid any kind of inconvenience for a scenario author), and created the dialogue. Nothing special,they just give one little line when you talk to them, and then you can buy whatever. The problem is, only the priest spells teacher works properly. The other 6 at first said nothing when spoken to, and had only an "OK" option to end the conversation. I then discovered I had accidentally made 2 talk node 11s. So I fixed that, and now they give their first line, but the only option is still "OK", ending the conversation. You can't buy from them, and I can't figure out why the Priest works and they don't. EDIT: Oh, and every shopkeeper is calling the appropriate node when talked to -- I made them call the same node as their creature number, for simplicity (which is why it starts at 6). Here's my script: It's probably some stupid little thing I'm not seeing. Also, I have another minor problem. The first time the player moves, the game gives the message trainer Error: State not found -2 (trainer is the scenario script) Nowhere do I try to call a state -2. I have "variables;", "LOAD_SCEN_STATE", and "START_SCEN_STATE". Am I missing anything? The game keeps running just fine, but it's a bit annoying and unpolished to have that message there. [ Tuesday, July 13, 2004 06:07: Message edited by: Blank83 ] Posts: 4 | Registered: Monday, July 12 2004 07:00 |
Stumped on dialogue. in Blades of Avernum | |
Apprentice
Member # 4701
|
written Tuesday, July 13 2004 05:58
Profile
I've been making a HLPM for the last couple of days, really just to familiarize myself with the editor before I get started on a real scenario. Anyway, it's basically done, except for a strange problem. I have 7 shops in the HLPM: Priest Spells, Mage Spells, Alchemy Recipes, Combat Skills, Weapons, Armor, and Misc. items. I've set up the shops for each of them (starting with shop 129 and going down, to avoid any kind of inconvenience for a scenario author), and created the dialogue. Nothing special,they just give one little line when you talk to them, and then you can buy whatever. The problem is, only the priest spells teacher works properly. The other 6 at first said nothing when spoken to, and had only an "OK" option to end the conversation. I then discovered I had accidentally made 2 talk node 11s. So I fixed that, and now they give their first line, but the only option is still "OK", ending the conversation. You can't buy from them, and I can't figure out why the Priest works and they don't. EDIT: Oh, and every shopkeeper is calling the appropriate node when talked to -- I made them call the same node as their creature number, for simplicity (which is why it starts at 6). Here's my script: It's probably some stupid little thing I'm not seeing. Also, I have another minor problem. The first time the player moves, the game gives the message trainer Error: State not found -2 (trainer is the scenario script) Nowhere do I try to call a state -2. I have "variables;", "LOAD_SCEN_STATE", and "START_SCEN_STATE". Am I missing anything? The game keeps running just fine, but it's a bit annoying and unpolished to have that message there. [ Tuesday, July 13, 2004 06:07: Message edited by: Blank83 ] Posts: 4 | Registered: Monday, July 12 2004 07:00 |