Some very basic questions by a very beginner

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).
AuthorTopic: Some very basic questions by a very beginner
Apprentice
Member # 2312
Profile #0
Hello folks,

1. How should I place the end_scenario, when I don't use Warrior's Glove?

2. Simply placing "Set Wandering Monster Points" and putting monsters in "Outdoor Wandering Encounter" do not look like creating monsters at all. What else should I do?

3. As for cordinates, where does X and Y start, from lower left
or upper left?
Posts: 21 | Registered: Monday, December 2 2002 08:00
Off With Their Heads
Member # 4045
Profile Homepage #1
1. This depends on how your scenario ends.

2. Those wandering monsters are randomly generated on occasion. If you want monster encounters that show up exactly once and pop up in the editor (if you're using the 3D one, anyway), use "Outdoor Preset Encounters."

3. Upper left. You can see the coordinates in the editor, just under the tool buttons and the drawing mode.

[ Friday, May 06, 2005 15:55: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BANNED
Member # 4
Profile Homepage #2
Another suggestion as well- try not to use Warrior's Grove.

It's just a poor idea in general. Learn to make your own towns.

--------------------
*
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Agent
Member # 4506
Profile Homepage #3
Place the end_scenario call at the end of your scenario, where you've tied everything up. Also place one either in a special item (so the player can leave at any time), or in your starting time. Like this:

beginstate 19;
message_dialog("You've completed your mission. ","You decide to go. You doubt that you're near any large town, but you're sure you'll find one soon enough!");
end_scenario(1);
break;
^ That's a simple code for ending a scenrio when you've won it.

beginstate 59;
reset_dialog();
add_dialog_str(0,"Do you really want to leave this adventure? It could be some time before you found another job...",0);
add_dialog_choice(0,"Stay a while longer");
add_dialog_choice(1,"Leave");
choice = run_dialog(1);
if (choice == 1)
end();
if (choice == 2)
set_state_continue(60);
break;

beginstate 60;
reset_dialog();
add_dialog_str(0,"You crawl slowly into the Portal, and find yourselves in the middle of a remote Wilderness. It takes you nearly two years to return to civilisation.",0);
add_dialog_str(1,"By then your warning is too late to help, and the Undead have been beaten back, but at great cost to the Empire. Millions are dead and dying,",0);
add_dialog_str(2,"all because you were too cowardly to help the poor people of the Valley. You are now infamous wimps!",0);
add_dialog_choice(0,"The end!");
run_dialog(0);
end_scenario(0);
break;
^ That above code is a sample for how to make you leave a scenario without winning (from hte starting town etc.)

Hope this helps!

- Archmagi Micael

P.S. When I started UNDEAD VALLEY, I used Warrior's grove. I use it now for an ending, cause the town really sucks in a user-created scenario!

--------------------
"You dare Trifle with Avernum?" ~ Erika the Archmage
--------------------
My Scenarios:
Undead Valley : A small Undead problem, what could possibly go wrong?
--------------------
Richard Black - PROOF of his existance (the Infernal one's website).
--------------------
MY FORUM! Randomosity at it's highest! :)
Posts: 1370 | Registered: Thursday, June 10 2004 07:00
Apprentice
Member # 2312
Profile #4
Hello folks,

Thank you for your help.
I may refresh my try to make a new scenario with it.

By the way, one thing that I complain that most of the manuals
and sites that deal with Avernum scripts make their lists of
what-to-do starting with scripts themselves, not what I'd like
to do. It's a bit hard for beginners to see, I feel like.

So, I'd like to see something like:
(What you want to make) Conversation
1. do this
2. do this
3. do this
example:
This might be nice for beginners.
Posts: 21 | Registered: Monday, December 2 2002 08:00
Off With Their Heads
Member # 4045
Profile Homepage #5
The Cookbook approximates that, although it has a very incomplete list of tasks.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00