Orb of thralni

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).

Pages

AuthorTopic: Orb of thralni
Off With Their Heads
Member # 4045
Profile Homepage #275
Put the text bubbles in the START_STATE, not the INIT_STATE.

--------------------
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
Master
Member # 5977
Profile Homepage #276
quote:
Originally written by Kelandon:

Put the text bubbles in the START_STATE, not the INIT_STATE.
Its always the small things I tend to do wrong. Its the bigger more complicated things I tend to do rather well, I think. thanks, kelandon. This is something I woudn't do wrong ever again.

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Triad Mage
Member # 7
Profile Homepage #277
Commander Johnson? Are we perchance in Fort Duvno?

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Master
Member # 5977
Profile Homepage #278
quote:
Originally written by Drakefyre:

Commander Johnson? Are we perchance in Fort Duvno?
No. We are in a fort called "Fort Filbert", somewhere in the Riverrod province. Its just that I'm very bad in Thinking of good names. I could however try to make it a grandson, of the the fort Duvno Johnson...

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Master
Member # 5977
Profile Homepage #279
Its a long time ago I posted a problem. To make that period a little smaller, I'll post a problem now.

I want to replace a town with an other town. Now how exactly should I do that? Now just whipe the town of the outdoors, so you can't enetr it any longer, but replace it. Is there a certain call I need to use?

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Triad Mage
Member # 7
Profile Homepage #280
Look in the manual for Variable Town Entry.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Off With Their Heads
Member # 4045
Profile Homepage #281
Specifically, you want to use VTE in the Scenario menu, and you want to set a particular flag to the difference between the town numbers (so if your first town was town number 5 and your replacement was town number 11, you want to set a flag to 6. Specify the coordinates of that flag (and the first town number) in the VTE in the Scen menu.

--------------------
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
Master
Member # 5977
Profile Homepage #282
quote:
Originally written by Kelandon:

Specifically, you want to use VTE in the Scenario menu, and you want to set a particular flag to the difference between the town numbers (so if your first town was town number 5 and your replacement was town number 11, you want to set a flag to 6. Specify the coordinates of that flag (and the first town number) in the VTE in the Scen menu.
What I understand from this, is that the flag counts the number 6 up, by number 5, as to get 11. Am I right?

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Triad Mage
Member # 7
Profile Homepage #283
Yes.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Master
Member # 5977
Profile Homepage #284
Thanks, again.

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Master
Member # 5977
Profile Homepage #285
It was a long time since I had a question, but I came up with one, so now wrorries!

Ugh :P I'll never say that again.

When you make a space blocked, what does that mean for the party? I saw several times that you could just walk over blocked spaces. How can that be? Is it only a limitation for the AI monsters?

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Law Bringer
Member # 4153
Profile Homepage #286
Correct me if I'm wrong, but making a space blocked just keeps the party from being placed there (which effectively counters the "fight, end combat" method of avoiding encounters/traps). Enemies won't walk there, and nothing can be summoned onto that square.

Of course, it's completely different if you're using block_entry().

--------------------
Gamble with Gaea, and she eats your dice.

I hate undead. I really, really, really, really hate undead. With a passion.
Posts: 4130 | Registered: Friday, March 26 2004 08:00
Off With Their Heads
Member # 4045
Profile Homepage #287
Okay, there are several things we're talking about here. As far as I know, the call change_blocked, the floor definition fl_blocked, and the Place Blocked Space tool all do the same thing: they make the space impossible for monsters to step on and prevent the party from being placed on the space when ending combat (or when using move_to_new_town or whatever).

The call block_entry, on the other hand, prevent the party from stepping on a space and nothing else.

(This is much the same as what Ephesos just said, but it's more detailed for clarification.)

--------------------
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
Master
Member # 5977
Profile Homepage #288
So all that the option block space in the editor does, is to make it impossible for monsters to pas that blocked space? if so, then I understand what's going on here.

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Off With Their Heads
Member # 4045
Profile Homepage #289
It does that, and also it prevents the party from being placed there when ending combat or coming in via a move_to_new_town or anything like that.

--------------------
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
Master
Member # 5977
Profile Homepage #290
I want to have a scenario which offers everything that a normal, even bad scenario has. What I mean now, is the services, like healers. How the hell do I make a healer? I looked in the documantation, and didn't find anything that could help me with this. Does anybody know what to do?

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
? Man, ? Amazing
Member # 5755
Profile #291
Healers are the same as specialized stores.

*this message sponsored by the golden calf*

--------------------
WWtNSD?
Posts: 4114 | Registered: Monday, April 25 2005 07:00
Off With Their Heads
Member # 4045
Profile Homepage #292
How odd. A quick search of the docs seems to suggest that there is no direct way to make an A1-style healer. I checked VoDT, which has a healer in Sweetgrove, and this is how Jeff does it (dialog removed to prevent stretching):

begintalknode 51;
state = 42;
personality = 24;
nextstate = -1;
condition = 1;
question = "I require the services of a healer. (Pay 150 Coins)";
text1 = "*no money*";
text3 = "*changed mind*";
text5 = "*heals*";
code =
clear_strings();
if (coins_amount() < 150)
add_string(1);
else if (run_select_a_pc(1) == 0)
add_string(3);
else {
play_sound(24);
add_string(5);
restore_pc(get_selected_pc());
change_coins(-150);
}
break;
It appears that anything more complicated than that must be scripted directly.

--------------------
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
Master
Member # 5977
Profile Homepage #293
That's indeed strange. I guess I'll have to do it that way then, thanks anyway.

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Master
Member # 5977
Profile Homepage #294
This time I'm trying to make outdoor encounters with friendly guards. The point is that they don't attack you. Now how exactly do I do that? Its probably somethign that I missed in the docs, cause I really couldn't find it.

Thanks.

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Triad Mage
Member # 7
Profile Homepage #295
Use something like this:
beginstate 14; //upon meeting a group of soldiers along the road
message_dialog("This group of soldiers greets you as you
pass each other on the road. They warn you that it's dangerous
traveling at night.","As they leave, you catch a look
at their equipment. It's woefully inadequate for anything
more than causing a diversion to alert the town.");
outdoor_enc_result(1);
break;
Call this state when the outdoor encounter reaches the party.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Warrior
Member # 5274
Profile #296
Thralni have you checked out Erik's Cookbook at all?

http://dnet.com/erik/BoA/cookbook/index.html

If not it should help explain most of the simpler Blades functions.

Also make sure the encounter is an Outdoor Preset Encounter and the "party can't evade" box is clicked.

[ Sunday, October 02, 2005 02:07: Message edited by: Poit ]

--------------------
I assume my reputation for arrogant presumption precedes me
Posts: 107 | Registered: Thursday, December 9 2004 08:00
Master
Member # 5977
Profile Homepage #297
I have Erik's cookcoob, but I always seem to forget I have it! Thanks for pointing that out to me, and Drakefyre, thanks for your help too.

BTW, Drakefyre, how are you getting on with the material I sent you? ;)

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Triad Mage
Member # 7
Profile Homepage #298
Sorry, I've been busy lately, but in the next few days I should have a bit more time.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Master
Member # 5977
Profile Homepage #299
quote:
Originally written by Drakefyre:

Sorry, I've been busy lately, but in the next few days I should have a bit more time.
That is what I already thought. Don't worry, take your time. Send it when you're finished. I myself am also rather busy, so I also wouldn't have much time.

--------------------
Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00

Pages