Special Encounter to Leave Town?
Author | Topic: Special Encounter to Leave Town? |
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Apprentice
Member # 385
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written Sunday, April 4 2004 11:47
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Maybe I'm just being blind, but I can't for the life of me find a script command to make the party leave the current town. The manual says that it can be done, but I can't figure it out. Any ideas? Thanks, - Erik. Posts: 33 | Registered: Thursday, December 13 2001 08:00 |
Warrior
Member # 1505
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written Sunday, April 4 2004 12:48
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There might be a better way, but I see change_outdoor_location(). The manual says that's for long distance, though; I haven't seen another one. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Apprentice
Member # 385
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written Sunday, April 4 2004 13:01
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quote:Alas, I've already tried that. I'm not sure what change_outdoor_location() does exactly, but when I tried calling it from within a special encounter within a town the party didn't move at all. Thanks for the suggestion, though... Posts: 33 | Registered: Thursday, December 13 2001 08:00 |
Warrior
Member # 1505
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written Sunday, April 4 2004 14:38
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That's all I can see. Hmm... -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
The Establishment
Member # 6
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written Sunday, April 4 2004 15:04
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Try this: move_to_new_town(which_town, x_coordinate,y_coordinate); -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
BANNED
Member # 4
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written Sunday, April 4 2004 15:26
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If you want a script to boot the party out of the town and into the outdoors, then just create a really tiny town (ie. a small town with its boundaries being extremely constraining) and use a move_to_new_town(); to send the party there. (Be sure to properly identify this town's exit coordinates!) -------------------- * Posts: 6936 | Registered: Tuesday, September 18 2001 07:00 |
Shaper
Member # 73
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written Sunday, April 4 2004 15:43
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change_outdoor_location() probably changes the coordinates the party will be at when they leave town. I can't be sure of this though, since I have Windows. -------------------- My Myspace, with some of my audial and visual art The Lyceum - The Headquarters of the Blades designing community The Louvre - The Blades of Avernum graphics database Alexandria - The Blades of Exile Scenario database BoE Webring - Self explanatory Polaris - Free porn here Odd Todd - Fun for the unemployed (and everyone else too) They Might Be Giants - Four websites for one of the greatest bands in existance -------------------- 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Posts: 2957 | Registered: Thursday, October 4 2001 07:00 |
BANNED
Member # 4
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written Sunday, April 4 2004 15:58
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If it works like its BoE equivalent does, then yes. (This kind of node is used to connect the caves in VotDT to the surface.) -------------------- * Posts: 6936 | Registered: Tuesday, September 18 2001 07:00 |
Board Administrator
Member # 1
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written Monday, April 5 2004 12:40
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There is no call to actually instantly boot the party out of a town. The best you can do is teleport them to a location at which they are then forced to walk out. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |