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I Want to Crush Your Dreams. in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #36
quote:

The idea isn't a bad one (other than I don't know what an alicorn is, though that might be my fault). But who is this mage? Why is he doing this? Is he just generally evil?

Here's an idea- why not have the mage who wants the alicorns want to heal innocents? Let's say that he has a child whose disease can only be cured with the alicorn elixirs you speak of, or maybe he just wants to supply the Empire with these things to cure their mortally wounded. He'd be a much more believable villain, a much more convincing one, and the party would have a moral dillema- Kill the mage and let many innocent people die, or kill the unicorn leader and let many innocent people die. (Or just leave the valley, in which case the unicorn leader dies anyway.)


Alicon is the proper term for the unicorn's one horn.

I like your suggestion about the moral dilemma thing - kill a bunch of innocent people or a bunch of innocent unicorns - works good. What about he wants to sell the elixirs or alicorns to make a profit (sell to the Empire, maybe the Empire hired him to do this??)? Or perhaps he's just evil and hates unicorns for the good that they represent and wants to be rid of them? (don't worry, I'm not going to use a demon)

I do like the moral dilemma with the sick child thing, but I might wait on that till I have a bit more experience at this, and time :) (I start school in less than two weeks).
Posts: 72 | Registered: Sunday, May 29 2005 07:00
I Want to Crush Your Dreams. in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #28
I am interested in designing a BOA scenario. One problem - I don't have a story idea. I do know that I want it to involve unicorns some how, but i don't want to copy the unicorn thing that was done in the Za Khazi Run. Ooh just came up with an idea, it's small but (i'm gonna steal a bit of the plot from a book series called Diadem - i know the author):

Party is travelling and stops to rest for the night. During the night they are woken up by a unicorn asking for their help. Unicorn tells party that the leader of their herd is dying but they don't know why and the unicorns have tried everything but leader is still dying. Party discovers that a rogue mage/sorcerer wants to have control of the herd of unicorns only to harvest their alicorns - somehow he's killing the leader(haven't figured that out yet). Party kills rogue mage/sorcerer. Party gets antidote and cures unicorn leader and saves the day.

Not sure what to reward them with other than super healing elixirs made from ground alicorn dust. Pleeeease tell me what you think and if this kind of scenario would be feasible. If not, I welcome any ideas for a different scenario.

I'm EST.
Posts: 72 | Registered: Sunday, May 29 2005 07:00
Druids of Krell bugs in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #8
I loved the treetops! Except for the few bugs - this really was a great scenario to play!
Posts: 72 | Registered: Sunday, May 29 2005 07:00
BC sliths in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #2
Thanks! I finally found the key to that room and killed the demon in there.
Posts: 72 | Registered: Sunday, May 29 2005 07:00
BC sliths in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #0
Ok, I finally killed defeated all of the sliths, found the necklace, and had the nice slith join my party, but when I go back to the mayor and captain of Sattle, it won't let me tell them that I defeated the sliths.
Posts: 72 | Registered: Sunday, May 29 2005 07:00
Do we have a future? in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #4
Honestly, I'm not sure what the future of BOA is going to be. For myself it's is still my favorite spiderweb software game. Even though I've been playing A4 a little bit, and I've dabbled some into A1, and I've downloaded bunches of demos for their other games, BOA is still the one I always go back to. Shoot, last night I stayed up till 6am playing a BOA scenario! While I was playing I kept thinking that I still like this better than the new A4, even with A4's nicer graphics. All the stuff I miss in A4 is in BOA and it just makes me want to play BOA more. So I speak for mainly myself in saying that I will always play BOA, even if it means playing the same scenario more than once.
Posts: 72 | Registered: Sunday, May 29 2005 07:00
Are there secret passages? in Avernum 4
Warrior
Member # 5861
Profile Homepage #33
quote:

originally written by kuc:
I'm going to miss going into rooms and doing the following;

UPLEFTUPLEFTUPLEFTUPLEFTUP-UPRIGHTUPRIGHTUPRIGHTUPRIGHTUPRIGHT-RIGHTDOWNRIGHTDOWNRIGHTDOWNRIGHTDOWNRIGHTDOWN-DOWNLEFTDOWNLEFTDOWNLEFTDOWNLEFTDOWNLEFT


Me too :( Although, I still find myself doing it in A4 - for old times sake :)

quote:

originally written by chicho1102
So in A4 there is secret passages but their are more like triggered hard to find doors. Creepy, avernum without secret passages is like a party without music!!

I agree! I did find one, but I didn't find it by bumping into walls, unfortunately.
Posts: 72 | Registered: Sunday, May 29 2005 07:00
Is this game nothing but combat? in Avernum 4
Warrior
Member # 5861
Profile Homepage #48
Didn't A1 have a way for nature lore or whatever to find secret passages without bashing your head into the wall a dozen times?

I'm liking A4 alright so far (I've played a lot more of it since my last post), but I can definitely tell lots of things are missing, as we've all mentioned here. The whole job board thing - I'm not sure if I like that. And besides, they have nothing to do with each other. So far there's really no plot. The intro to the game mentioned about the goblin problem. So I weeded out the goblins in Fort Monastery, found the missing shipments - and that was all that had to do with goblins. So far the only kindof plot I've seen has to do with the dead dragon, motrax, who's lair I've finally found (and then I got butchered, of course) and the mark on the hand.

Everything else is kill this creature, go prove yourself at the stone circle (which took me about 5 tries to do, anyway, then I had to pay for the new spells that I "won'), take a letter to this person. Granted I'm still in the demo version (can't afford the full version yet)

And why is there no character editor for this game??? Is it because our characters don't actually "die". I do prefer the death as opposed to unconsious. I agree with Duality on that one.

I do like the automatic light, it helps.

Yeah, and I most definitely prefer the baddies to stay dead when I kill them. No respawning aloud - not a big fan of that. If I go into a cave, kill all them things in there, leave and then realize I was supposed to search for something in the corner of one of those caves, I don't want to have to weed my way through all them again - I'd leave the thing in there with them!!!

*i is right about the game can't be completely realistic - otherwise no one would want to play it because they'd always be dying with no hope of resurrection whatsoever. On the flip side it can't be completely unrealistic because it would be boring. That's one of the reasons I like BOA so much because it's right in between those two extremes. Perhaps if A4 had a more substantial plot, things might be a bit more interesting :)

[ Sunday, December 25, 2005 20:44: Message edited by: iluvhorses ]
Posts: 72 | Registered: Sunday, May 29 2005 07:00
motrax caves in Avernum 4
Warrior
Member # 5861
Profile Homepage #2
Thanks, I found it!!! :)
Posts: 72 | Registered: Sunday, May 29 2005 07:00
motrax caves in Avernum 4
Warrior
Member # 5861
Profile Homepage #0
I can't find the motrax caves. I know they're too the north, but all I can find up there are the mines with those nasty spiceworms, and the dude who's creating the zombies. No motrax lair. Help :confused:
Posts: 72 | Registered: Sunday, May 29 2005 07:00
Active Designers? in Blades of Avernum Editor
Warrior
Member # 5861
Profile Homepage #4
I'm still learning.
Posts: 72 | Registered: Sunday, May 29 2005 07:00
Active Designers? in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #4
I'm still learning.
Posts: 72 | Registered: Sunday, May 29 2005 07:00
Active Players? in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #9
I still do play BOA scenarios (in fact I'm in one now). There's some scenarios that I haven't played yet, and some I haven't downloaded yet because the skill level is too high for my party.
Posts: 72 | Registered: Sunday, May 29 2005 07:00
The Avernite 4 Christmas in Avernum 4
Warrior
Member # 5861
Profile Homepage #3
Good job, well done :) I'm sure Jeff will like it!
Posts: 72 | Registered: Sunday, May 29 2005 07:00
Is this game nothing but combat? in Avernum 4
Warrior
Member # 5861
Profile Homepage #37
Ok, after reading all of the posts in this string, I agree with everybody in some way. (And before anyone says anything, I do happen to be one of those can't-get-through-a-BOA-scenario-without-asking-for-help kindof people, but I still love playing games). My favorite part about A4 so far, and I've only had the demo for a couple of days, is the 3D graphics they are great! I also like the new automap, inventory screen, the separate quests list, and the map of the country. What I miss is the "look" function, the "e" for end combat, and the outdoors view. It really bugs me that the outdoors view is the same as the town view now. I liked the sound that's usually played when you enter a town in the BOA and A1 games.

As for fighting, well - you do get more APs, and you actually see the weapons they're using in hand. However I'm starting to get annoyed with the walk 5 steps, fight a nephil, walk five steps, kill a few more nephils, walk five steps, etc....... Also, before, when you were in a town you had to actually begin a fight with the "combat" command, but in A4 no matter where you are, town or outdoors, the game automatically launches me into combat mode and I have to scroll the screen around to figure out where the enemies are, and sometimes I still can't see them.

As for the "quests" so far when I've completed them there really wasn't much satisfaction given. For instance - I had accepted the bring the note to Jenn in Grindstone quest, and when I finally
got to Grindstone (had to fight my way there through goblins, took forever), and finally found Jenn, there was no way for me to say: "Hey, I've got this letter for you", "hey thanks, here's your reward". There was nothing, all of a sudden that quest was no longer on my list. I dunno, it just didn't feel worth battling my way to Grindstone for that: granted there was other stuff to do in Grindstone, but still.

As for mysteries and puzzles, I'm not far enough into the game yet to miss them, but I probably will miss some of them. Granted, there were times in some of the BOA scenarios that I kept coming to the message board for help, but I'm sure I will miss the "Oh, ok!!!" - whether I was told the answer or I figured it out on my own.

Overall, I do like A4. It's got it's pros and cons. It's not my favorite (BOA will always be my fave) but it's a decent game. And speaking of which I'm going to get back to playing it! Either that or dive into another BOA scenario.

Wishing everyone a very Merry Christmas!!!!!
Posts: 72 | Registered: Sunday, May 29 2005 07:00
dok problem in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #4
That's fine, Ephesos. Other than that I did like the scenario, especially the final scene with the dragon, that was cool. For your first scenario, it was great! About a month ago I downloaded the editor and starting a little bit of designing and discovered a huge respect for those who can actually finish their scenarios!!
Posts: 72 | Registered: Sunday, May 29 2005 07:00
dok problem in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #2
Thanks! I thought I had talked to the person in that one town, but I had gotten the names confused. Everything's good now :)
Posts: 72 | Registered: Sunday, May 29 2005 07:00
dok problem in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #0
Hey everyone, long time no post. School's over for a few weeks, which means more time to play BOA, and possibly work on designing. I'm having a problem with Druids of Krell. First of all the game tells you that Relias is to the north when it's actually northwest. So while I was searching for Relias I ended up doing the side adventures and helping people out in the surrounding towns. I finally got into the Sanctrum and Oakleaf tells me that I have to do what I just did, but I've already done it! And there's a second Oakleaf to the south of the Sanctrum who's mad because I don't have the artifacts yet. Is there possibly a bug somewhere in this scenario??
Posts: 72 | Registered: Sunday, May 29 2005 07:00
new problem (surprise surprise) in Blades of Avernum Editor
Warrior
Member # 5861
Profile Homepage #3
Thanks wz arsenic, it always helps to have an extra pair of eyes look at it to see what I missed. I had some other fixing to do after that, but it works now.

And thanks Kelandon for giving me that URL for Alint - I will definitely use it. (besides, it'll probably keep me from bugging you guys for help all the time!) It'll definitely save some time in fixing problems.
Posts: 72 | Registered: Sunday, May 29 2005 07:00
new problem (surprise surprise) in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #3
Thanks wz arsenic, it always helps to have an extra pair of eyes look at it to see what I missed. I had some other fixing to do after that, but it works now.

And thanks Kelandon for giving me that URL for Alint - I will definitely use it. (besides, it'll probably keep me from bugging you guys for help all the time!) It'll definitely save some time in fixing problems.
Posts: 72 | Registered: Sunday, May 29 2005 07:00
new problem (surprise surprise) in Blades of Avernum Editor
Warrior
Member # 5861
Profile Homepage #0
I'm having some dialog issues. The dialog was working fine for my two shops, then when I created dialog for a third person (no shop) it all went kablewy. Now I get an error message that makes no sense and none of the dialog works, so here's the code(with line #s) and the error message is below.

1 // TOWN DIALOGUE SCRIPT
2 // Town 2: New Town
3
4 // This is the dialogue for this town.
5 // You can use states numbered from 1 to 99.
6
7 begintalkscript;
8
9 variables;
10
11 //***Jean***
12
13 begintalknode 0; // this is the first node in the conversation
14 state = -1; // the dialogue state that makes this node available, left at -1 for states that start conversations
15 nextstate = 1; // what to change the dialogue state to when this node is selected
16 question = "Jean"; // For the first node in a conversation, the question is the name of the character
17 text1 = "You meet Jean. _What can I do for you, friend?_";
18
19 begintalknode 1;
20 state = 1;
21 nextstate = 2;
22 question = "What do you sell here?";
23 text1 = "_I sell bread fresh out of the oven, some greens, as well as some meat from my husband Sal next door. Have you met him yet?_";
24
25 begintalknode 2;
26 state = 2;
27 nextstate = 3;
28 question = "I met Sal and he told me to come here and get some fresh bread";
29 text1 = "_Good! I'm glad you did. He's a good man._";
30
31 begintalknode 3;
32 state = 2;
33 nextstate = 3;
34 question = "No";
35 text1 = "_Well then I suggest you do, He's a really good man and he has much more meat than I do here._";
36
37 begintalknode 4;
38 state = 3;
39 nextstate = -1;
40 question = "Can I get some food please?";
41 text1 = "You finish shopping.";
42 code =
43 begin_shop_mode("Jean's Bakery", "As well as bread, Jean also carries an ample supply of greens and meat",6,1,4);
44 break;
45
46 //***Sal***
47
48 begintalknode 5;
49 state = -1;
50 nextstate = 4;
51 question = "Sal";
52 text1 = "You meet Sal. _Welcome to my butcher shop! Here I sell the finest meat in town. I even have some bread from my wife Jean next door. Have you met her yet?_";
53
54 begintalknode 6;
55 state = 4;
56 nextstate = 5;
57 question = "Yes and she told me to come here and get some meat.";
58 text1 = "_Good! I'm glad you got to meet her! She's great, isn't she?_";
59
60 begintalknode 7;
61 state = 5;
62 nextstate = 6;
63 question = "Yes, she is.";
64 text1 = "He just smiles in approval. _So, would you like to have some meat?_";
65
66 begintalknode 8;
67 state = 6;
68 nextstate = 7;
69 question = "Sure.";
70 text1 = "You finish shopping.";
71 text2 = "_Was there anything else I could help you with?_";
72 code =
73 begin_shop_mode("Sal's Butcher Shop", "Sal has a wide variety of meats",7,1,4);
74 break;
75
76 begintalknode 9;
77 state = 4;
78 nextstate = 6;
79 question = "No I haven't.";
80 text1 = "_Well, you should, she's great! So, would you like to buy something?_";
81
82 begintalknode 10;
83 state = 6;
84 nextstate = 7;
85 question = "No thanks.";
86 text1 = "_Was there anything else I could help you with?_";
87
88 begintalknode 11;
89 state = 7;
90 nextstate = 8;
91 question = "Could you tell me where I can find the Mayor of this town?";
92 text1 = "_Yes, her name is Jan and she is in the north end of town. She's always busy, but also has time to greet new travellers. She knows everything about this town so just ask her anything you need to know and she'll be able to help you._";
93
94 begintalknode 12;
95 state = 8;
96 nextstate = -1;
97 question = "Ok, thanks!";
98 text1 = "_No problem._";
99
100 //***Mayor Jan***
101
102 begintalknode 13;
103 state = -1;
104 nextstate = 9;
105 question = "Mayor Jan";
106 text1 = "Mayor Jan is sitting at her desk looking over some paperwork. When she sees you she stands up to greet you. _Greetings travelers! Is there anything I can help you with?_";
107
108 begintalknode 14;
109 state = 9;
110 nextstate = 10;
111 question = "What can you tell me about this town?;
112 text1 = "_Well, this town is aptly named New Town because it was just created and established a week ago. In fact, some of our buildings aren't even finished yet! But they will be in time! Would you like to help us in building our town? I can't provide lodging for you yet, but perhaps in about a week we'll have a few rooms that you can sleep in. Until then you're welcome to make yourself at home in the empty building that's across the street._";
113
114 begintalknode 15;
115 state = 10;
116 nextstate = 11;
117 question = "Yes, I will help.";
118 text1 = _Great!! Thank you! Go see the construction foreman in the little house at the southern end of town. He'll tell you what he wants you to do._";
119 text2 = "_Again, I thank you._";
120
121 begintalknode 16;
122 state = 11;
123 nextstate = -1;
124 question = "You're welcome.";
125 text1 = "Mayor Jan goes back to her paperwork with an added vigor and enthusiasm. She seems to be happy that you've decided to help with building the town.";
126
127 begintalknode 17;
128 state = 10;
129 nextstate = -1;
130 question = "Sorry, but we need to be moving on.";
131 text1 = "Alright then. I thank you for your honesty. Please take advantage of our supplies that we have for sale, although they are a few, and I wish for you that your travels are successful. If you change your mind, we'll still be here._";
error message is: t2newtowndlg error: Unknown command _well in line 111.

I don't understand why it says that, but cause I have the same thing as part of dialog for the butcher and it had worked fine before. Help??
Posts: 72 | Registered: Sunday, May 29 2005 07:00
new problem (surprise surprise) in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #0
I'm having some dialog issues. The dialog was working fine for my two shops, then when I created dialog for a third person (no shop) it all went kablewy. Now I get an error message that makes no sense and none of the dialog works, so here's the code(with line #s) and the error message is below.

1 // TOWN DIALOGUE SCRIPT
2 // Town 2: New Town
3
4 // This is the dialogue for this town.
5 // You can use states numbered from 1 to 99.
6
7 begintalkscript;
8
9 variables;
10
11 //***Jean***
12
13 begintalknode 0; // this is the first node in the conversation
14 state = -1; // the dialogue state that makes this node available, left at -1 for states that start conversations
15 nextstate = 1; // what to change the dialogue state to when this node is selected
16 question = "Jean"; // For the first node in a conversation, the question is the name of the character
17 text1 = "You meet Jean. _What can I do for you, friend?_";
18
19 begintalknode 1;
20 state = 1;
21 nextstate = 2;
22 question = "What do you sell here?";
23 text1 = "_I sell bread fresh out of the oven, some greens, as well as some meat from my husband Sal next door. Have you met him yet?_";
24
25 begintalknode 2;
26 state = 2;
27 nextstate = 3;
28 question = "I met Sal and he told me to come here and get some fresh bread";
29 text1 = "_Good! I'm glad you did. He's a good man._";
30
31 begintalknode 3;
32 state = 2;
33 nextstate = 3;
34 question = "No";
35 text1 = "_Well then I suggest you do, He's a really good man and he has much more meat than I do here._";
36
37 begintalknode 4;
38 state = 3;
39 nextstate = -1;
40 question = "Can I get some food please?";
41 text1 = "You finish shopping.";
42 code =
43 begin_shop_mode("Jean's Bakery", "As well as bread, Jean also carries an ample supply of greens and meat",6,1,4);
44 break;
45
46 //***Sal***
47
48 begintalknode 5;
49 state = -1;
50 nextstate = 4;
51 question = "Sal";
52 text1 = "You meet Sal. _Welcome to my butcher shop! Here I sell the finest meat in town. I even have some bread from my wife Jean next door. Have you met her yet?_";
53
54 begintalknode 6;
55 state = 4;
56 nextstate = 5;
57 question = "Yes and she told me to come here and get some meat.";
58 text1 = "_Good! I'm glad you got to meet her! She's great, isn't she?_";
59
60 begintalknode 7;
61 state = 5;
62 nextstate = 6;
63 question = "Yes, she is.";
64 text1 = "He just smiles in approval. _So, would you like to have some meat?_";
65
66 begintalknode 8;
67 state = 6;
68 nextstate = 7;
69 question = "Sure.";
70 text1 = "You finish shopping.";
71 text2 = "_Was there anything else I could help you with?_";
72 code =
73 begin_shop_mode("Sal's Butcher Shop", "Sal has a wide variety of meats",7,1,4);
74 break;
75
76 begintalknode 9;
77 state = 4;
78 nextstate = 6;
79 question = "No I haven't.";
80 text1 = "_Well, you should, she's great! So, would you like to buy something?_";
81
82 begintalknode 10;
83 state = 6;
84 nextstate = 7;
85 question = "No thanks.";
86 text1 = "_Was there anything else I could help you with?_";
87
88 begintalknode 11;
89 state = 7;
90 nextstate = 8;
91 question = "Could you tell me where I can find the Mayor of this town?";
92 text1 = "_Yes, her name is Jan and she is in the north end of town. She's always busy, but also has time to greet new travellers. She knows everything about this town so just ask her anything you need to know and she'll be able to help you._";
93
94 begintalknode 12;
95 state = 8;
96 nextstate = -1;
97 question = "Ok, thanks!";
98 text1 = "_No problem._";
99
100 //***Mayor Jan***
101
102 begintalknode 13;
103 state = -1;
104 nextstate = 9;
105 question = "Mayor Jan";
106 text1 = "Mayor Jan is sitting at her desk looking over some paperwork. When she sees you she stands up to greet you. _Greetings travelers! Is there anything I can help you with?_";
107
108 begintalknode 14;
109 state = 9;
110 nextstate = 10;
111 question = "What can you tell me about this town?;
112 text1 = "_Well, this town is aptly named New Town because it was just created and established a week ago. In fact, some of our buildings aren't even finished yet! But they will be in time! Would you like to help us in building our town? I can't provide lodging for you yet, but perhaps in about a week we'll have a few rooms that you can sleep in. Until then you're welcome to make yourself at home in the empty building that's across the street._";
113
114 begintalknode 15;
115 state = 10;
116 nextstate = 11;
117 question = "Yes, I will help.";
118 text1 = _Great!! Thank you! Go see the construction foreman in the little house at the southern end of town. He'll tell you what he wants you to do._";
119 text2 = "_Again, I thank you._";
120
121 begintalknode 16;
122 state = 11;
123 nextstate = -1;
124 question = "You're welcome.";
125 text1 = "Mayor Jan goes back to her paperwork with an added vigor and enthusiasm. She seems to be happy that you've decided to help with building the town.";
126
127 begintalknode 17;
128 state = 10;
129 nextstate = -1;
130 question = "Sorry, but we need to be moving on.";
131 text1 = "Alright then. I thank you for your honesty. Please take advantage of our supplies that we have for sale, although they are a few, and I wish for you that your travels are successful. If you change your mind, we'll still be here._";
error message is: t2newtowndlg error: Unknown command _well in line 111.

I don't understand why it says that, but cause I have the same thing as part of dialog for the butcher and it had worked fine before. Help??
Posts: 72 | Registered: Sunday, May 29 2005 07:00
dialog/special encounter problem in Blades of Avernum Editor
Warrior
Member # 5861
Profile Homepage #13
Kelandon - I got the wall thing figured out - I just used different walls :) And thanks for the tip on putting things inside of stuff. I thought that the contained/not contained meant that they were already contained somehow, like potions in a bottle.

Thanks for trying to help, Jumpin' Salmon - but right now I'm trying to avoid confusion at all costs, so I'm just taking baby steps until I get this all figured out - but it was a really good tip, I'll have to keep it in mind for the future!
Posts: 72 | Registered: Sunday, May 29 2005 07:00
dialog/special encounter problem in Blades of Avernum
Warrior
Member # 5861
Profile Homepage #13
Kelandon - I got the wall thing figured out - I just used different walls :) And thanks for the tip on putting things inside of stuff. I thought that the contained/not contained meant that they were already contained somehow, like potions in a bottle.

Thanks for trying to help, Jumpin' Salmon - but right now I'm trying to avoid confusion at all costs, so I'm just taking baby steps until I get this all figured out - but it was a really good tip, I'll have to keep it in mind for the future!
Posts: 72 | Registered: Sunday, May 29 2005 07:00
dialog/special encounter problem in Blades of Avernum Editor
Warrior
Member # 5861
Profile Homepage #9
Here it is fixed, and it works:

// Town 2: New Town

// This is the special encounter script for this town.

begintownscript;

variables;

int choice;
body;

beginstate INIT_STATE;
// This state called whenever this town is entered.
enable_add_chars(0);

// Names must appear first.
set_name(11,"Jean");

set_crime_tolerance(2);
break;

beginstate EXIT_STATE;
// Always called when the town is left.
message_dialog("You walk out of New Town, curious as to what adentures you can find!"," ");
break;

beginstate START_STATE;
// This state is called every turn the party is in this town.
break;

beginstate 11;
reset_dialog();
add_dialog_str(0, "You see a beggar holding out a tin cup to you. _Could you please spare a few coins so I can eat?_" 0);
add_dialog_choice(0, "Yes I will. (Give him coins)");
add_dialog_choice(1, "Sorry, I don't have any myself.");
add_dialog_choice(2, "Back off old man and leave me alone!");
choice = run_dialog(0);
if (choice == 1) {
if (coins_amount() == 0) {
message_dialog("When he sees that you yourself don't have enough coins to give him, he looks rather ashamed of himself."," ");
}
else {
change_coins(-10);
message_dialog("He thanks you profusely and walks to the nearest bakery."," ");
}
}
else if (choice == 2) {
message_dialog("He sighs and sulks away."," ");
end();
}
else {
message_dialog("He spits in your face and walks away, muttering about how young people only think of themselves these days."," ");
}
break;
Thanks for the help guys! I've just finished creating dialog for two shops!! I think I'm getting a hang of this!! I doubt I'll have much time to work on it the next three weeks because of school, but I do have another question (surprise surprise). How do I make the outer walls of the city taller?? When my party is actually in the city, they look taller than the city walls! And, how can you put items inside things like crates, bookshelves, desks, etc....???

[ Sunday, November 27, 2005 18:12: Message edited by: iluvhorses ]
Posts: 72 | Registered: Sunday, May 29 2005 07:00

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