the basement
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- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
The basement will not be a starter dungeon......however, you won't need high level characters like the last picture shows to defeat it either. (just used those characters to do a general sweep through the game)Trying to make it sort of an intermediate level dungeon, but there are some tough battles throughout the levels.
What version of DW are ye using for yer mod?
No Contraries : No Progression.
Opposition is true friendship, unless one is opposed to true friendship or (try) Resisting here http://www.cafepress.com/notheresistor
Opposition is true friendship, unless one is opposed to true friendship or (try) Resisting here http://www.cafepress.com/notheresistor
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
Continuous/consecutive as in 'can't even take a step or turn 1 time prior to next onslaughter'?
It kinda seems like something like that happened in the Guard's Tower?? Mebe not.. it's been a long time since I've been there & done that.
It kinda seems like something like that happened in the Guard's Tower?? Mebe not.. it's been a long time since I've been there & done that.
No Contraries : No Progression.
Opposition is true friendship, unless one is opposed to true friendship or (try) Resisting here http://www.cafepress.com/notheresistor
Opposition is true friendship, unless one is opposed to true friendship or (try) Resisting here http://www.cafepress.com/notheresistor
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
looked through the guardplot event w/2 battles.
earlier yesterday I got a script to work correctly, then while making some minor corrections it all went haywire. Took back what I had corrected but still wouldn't work so i'm putting things together from the start again. Basically it's a script where you get to the final plot and you choose between fighting someone or refusing to fight. Depending on your decision, subsequent battles will ensue, different ones depending on which side you choose. As I'm placing the script back together I get up to the first battle (after you choose the "refuse to fight option") and the battle doesn't start....any suggestions? (I've taken the story lines out so to not ruin your fun of eventually plaing the mod when it's done. Here is the code......
I put some ####'s there to show you where the script stops working. (If you choose the "fight option" at the beginning, the script will shoot through 3 battles in a row with no problems, but if you choose "refuse to fight" it will go through the whole refusetofight section but will stop at the fightgolems section + won't let you fight...........
Oh and the numbers of monsters listed in this code are for testing purposes only. Wouldn't be too tough fighting ONE Senrat
earlier yesterday I got a script to work correctly, then while making some minor corrections it all went haywire. Took back what I had corrected but still wouldn't work so i'm putting things together from the start again. Basically it's a script where you get to the final plot and you choose between fighting someone or refusing to fight. Depending on your decision, subsequent battles will ensue, different ones depending on which side you choose. As I'm placing the script back together I get up to the first battle (after you choose the "refuse to fight option") and the battle doesn't start....any suggestions? (I've taken the story lines out so to not ruin your fun of eventually plaing the mod when it's done. Here is the code......
Code: Select all
#bwfinal script
from eventAPI import *
from APIUtils import *
from SDLKeys import SDLK_f, SDLK_r
bwfinal = 0
def fireEvent(e):
global bwfinal
bwfinal = getTag(e, "bwfinal")
if (bwfinal == 0):
begin(e)
elif (bwfinal == 1):
ratfight(e)
elif (bwfinal == 2):
magefight(e)
elif (bwfinal == 3):
vault(e)
elif (bwfinal == 4):
end(e)
elif (bwfinal == 5):
fightgolems(e)
else:
return 1
def begin(e):
showPicture(e, "bw_cauldron")
showMessage(e, ["....."])
showMessage(e, ["....."])
showMessage(e, ["....."])
showPicture(e, "Abeholder")
showMessage(e, ["....."])
showMessage(e, ["....."])
showPicture(e, "Ghost")
showMessage(e, ["...."])
showPicture(e, "Abeholder")
showMessage(e, ["T...."])
showMessage(e, ["A...."])
showPicture(e, "Ghost")
showMessage(e, ["...."])
if (optionInput(e,
["","\"Won't you avenge my death?\""],
["(f)ight the beholder", "(r)efuse to fight"], [SDLK_f, SDLK_r]) == SDLK_f):
setTag(e, "bwfinal", bwfinal)
fightbeholder(e)
else:
refusetofight(e)
return 1
def fightbeholder(e):
combatRet = combat(e, [("Beholder", 1, 0, 10)])
if (combatRet == 1):
wonbattle(e)
elif (combatRet == 3):
lostFight(e)
else:
ranAwayFight(e)
def wonbattle(e):
showMessage(e, ["....."])
showMessage(e, ["....."])
showPicture(e, "Summoner")
showMessage(e, ["....."])
showMessage(e, ["....."])
showMessage(e, ["....."])
showMessage(e, ["....."])
showMessage(e, ["....."])
showPicture(e, "Senrat")
showMessage(e, ["....."])
showMessage(e, ["....."])
bwfinal = 1
setTag(e, "bwfinal", bwfinal)
ratfight(e)
def ratfight(e):
combat2Ret = combat(e, [("Senrat", 1, 0, 10)])
if (combat2Ret == 1):
wonbattle2(e)
elif (combat2Ret == 3):
lostFight2(e)
else:
ranAwayFight2(e)
def wonbattle2(e):
clearPicture(e)
showMessage(e, ["....."])
showPicture(e, "bw_endwalk1")
showMessage(e, ["...."])
showPicture(e, "bw_endwalk2")
showMessage(e, ["....."])
showPicture(e, "bw_endwalk3")
showMessage(e, ["....."])
showPicture(e, "bw_endwalk4")
showMessage(e, ["...."])
bwfinal = 2
setTag(e, "bwfinal", bwfinal)
magefight(e)
def magefight(e):
combat3Ret = combat(e, [("Summoner", 1, 0, 10)])
if (combat3Ret == 1):
wonbattle3(e)
elif (combat3Ret == 3):
lostFight3(e)
else:
ranAwayFight3(e)
def wonbattle3(e):
showMessage(e, ["...."])
bwfinal = 3
setTag(e, "bwfinal", bwfinal)
vault(e)
def vault(e):
showMessage(e, ["....."])
giveItems(e, ["Perfect Long Sword"])
bwfinal = 4
setTag(e, "bwfinal", bwfinal)
end(e)
def end(e):
setExit(e, "maps/bwquadrant4.cfg", 26, 15, 0)
bwfinal = 9
setTag(e, "bwfinal", bwfinal)
def refusetofight(e):
showMessage(e, ["...."])
showMessage(e, ["...."])
showPicture(e, "Abeholder")
showMessage(e, ["....."])
showMessage(e, ["....."])
showPicture(e, "Summoner")
showMessage(e, ["...."])
showPicture(e, "Stone_Golem")
showMessage(e, ["....."])
showPicture(e, "Iron_Golem")
showMessage(e, ["...."])
showPicture(e, "Abeholder")
showMessage(e, ["....."])
bwfinal = 5
setTag(e, "bwbasementend", bwbasementend)
fightgolems(e)
####################
def fightgolems(e):
combatgRet = combat(e, [("Stone Golem", 1, 1, 10)])
if (combatgRet == 1):
wonbattleg(e)
elif (combatgRet == 3):
lostFightg(e)
else:
ranAwayFightg(e)
Oh and the numbers of monsters listed in this code are for testing purposes only. Wouldn't be too tough fighting ONE Senrat
- origen
- Dark Sidhe Lord
- Posts: 903
- Joined: Thu Feb 10, 2005 5:54 pm
- Location: Secret League of Nirulat Headquarters
- Contact:
Running it through IDLE, I found a few syntax errors, which could cause the script to crap out.
Change these lines:
to this:
Not sure if that is the only error, but that is the only errors, I received, and everything else looks good from a quick glance.
Change these lines:
Code: Select all
def wonbattle3(e):
showMessage(e, ["...."])
bwfinal = 3
setTag(e, "bwfinal", bwfinal)
vault(e)
def vault(e):
showMessage(e, ["....."])
giveItems(e, ["Perfect Long Sword"])
bwfinal = 4
setTag(e, "bwfinal", bwfinal)
end(e)
Code: Select all
def wonbattle3(e):
showMessage(e, ["...."])
bwfinal = 3
setTag(e, "bwfinal", bwfinal)
vault(e)
def vault(e):
showMessage(e, ["....."])
giveItems(e, ["Perfect Long Sword"])
bwfinal = 4
setTag(e, "bwfinal", bwfinal)
end(e)
I reject your reality, and substitute my own.
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
YES!!!!!!!!!!!!!!!!!!!!!!!!!!
I got it back to where I had it yesterday!!!!!.........A working script as described as above. There are a few minor issues with pictures popping up at wrong times when you try to run from battles. (example) if you try to run from the beholder, a screen comes up that says "you can't escape" but has a picture of a ghost instead of the beholder, etc. but other than that it works like a charm!!!!
I will just leave it as is for now since it works. I'll be focusing on the other minor battles throughout the last quadrant. Anyway here is the "working" final script............(minus the story lines.
kickfrigginAmutherFR!!!! yeehaaah!!!! Hopefully everything else goes down as smooth as this one is now.
I will just leave it as is for now since it works. I'll be focusing on the other minor battles throughout the last quadrant. Anyway here is the "working" final script............(minus the story lines.
Code: Select all
#bwfinal script
from eventAPI import *
from APIUtils import *
from SDLKeys import SDLK_f, SDLK_r
bwfinal = 0
def fireEvent(e):
global bwfinal
bwfinal = getTag(e, "bwfinal")
if (bwfinal == 0):
begin(e)
elif (bwfinal == 1):
ratfight(e)
elif (bwfinal == 2):
magefight(e)
elif (bwfinal == 3):
vault(e)
elif (bwfinal == 4):
end(e)
elif (bwfinal == 5):
altmfight(e)
else:
return 1
def begin(e):
showPicture(e, "bw_cauldron")
showMessage(e, ["....."])
showMessage(e, ["....."])
showMessage(e, ["......"])
showPicture(e, "Abeholder")
showMessage(e, ["......."])
showMessage(e, ["......."])
showPicture(e, "Ghost")
showMessage(e, ["......"])
showPicture(e, "Abeholder")
showMessage(e, ["....."])
showMessage(e, ["...."])
showPicture(e, "Ghost")
showMessage(e, ["....."])
if (optionInput(e,
["","\"Won't you avenge my death?\""],
["(f)ight the beholder", "(r)efuse to fight"], [SDLK_f, SDLK_r]) == SDLK_f):
setTag(e, "bwfinal", bwfinal)
fightbeholder(e)
else:
refusetofight(e)
return 1
def fightbeholder(e):
combatRet = combat(e, [("Beholder", 1, 0, 10)])
if (combatRet == 1):
wonbattle(e)
elif (combatRet == 3):
lostFight(e)
else:
ranAwayFight(e)
def wonbattle(e):
showMessage(e, ["....."])
showMessage(e, ["....."])
showPicture(e, "Summoner")
showMessage(e, ["....."])
showMessage(e, ["T...."])
showMessage(e, ["....."])
showMessage(e, ["....."])
showMessage(e, ["......"])
showPicture(e, "Senrat")
showMessage(e, ["....."])
showMessage(e, ["....."])
bwfinal = 1
setTag(e, "bwfinal", bwfinal)
ratfight(e)
def ratfight(e):
combat2Ret = combat(e, [("Senrat", 1, 0, 10)])
if (combat2Ret == 1):
wonbattle2(e)
elif (combat2Ret == 3):
lostFight2(e)
else:
ranAwayFightrt(e)
def wonbattle2(e):
clearPicture(e)
showMessage(e, ["....e."])
showPicture(e, "bw_endwalk1")
showMessage(e, ["...."])
showPicture(e, "bw_endwalk2")
showMessage(e, ["....."])
showPicture(e, "bw_endwalk3")
showMessage(e, ["....."])
showPicture(e, "bw_endwalk4")
showMessage(e, ["....!"])
bwfinal = 2
setTag(e, "bwfinal", bwfinal)
magefight(e)
def magefight(e):
combat3Ret = combat(e, [("Summoner", 1, 0, 10)])
if (combat3Ret == 1):
wonbattle3(e)
elif (combat3Ret == 3):
lostFight3(e)
else:
ranAwayFightmg(e)
def wonbattle3(e):
showMessage(e, ["....."])
bwfinal = 3
setTag(e, "bwfinal", bwfinal)
vault(e)
def vault(e):
showMessage(e, ["....."])
giveItems(e, ["Perfect Long Sword"])
bwfinal = 4
setTag(e, "bwfinal", bwfinal)
end(e)
def end(e):
setExit(e, "maps/bwquadrant4.cfg", 26, 15, 0)
bwfinal = 9
setTag(e, "bwfinal", bwfinal)
def refusetofight(e):
showMessage(e, ["Y....."])
showMessage(e, ["......"])
showPicture(e, "Abeholder")
showMessage(e, ["....."])
showMessage(e, ["...."])
showPicture(e, "Summoner")
showMessage(e, ["...."])
showPicture(e, "Stone_Golem")
showMessage(e, ["....."])
showPicture(e, "Iron_Golem")
showMessage(e, ["...."])
showPicture(e, "Abeholder")
showMessage(e, ["....."])
bwbasementend = 4
setTag(e, "bwfinal", bwfinal)
sgfight(e)
def sgfight(e):
combat2Ret = combat(e, [("Stone Golem", 1, 0, 10)])
if (combat2Ret == 1):
wonbattle4(e)
elif (combat2Ret == 3):
lostFight2(e)
else:
ranAwayFightsg(e)
def wonbattle4(e):
showMessage(e, ["........"])
showPicture(e, "Summoner")
showMessage(e, ["....."])
bwfinal = 5
setTag(e, "bwfinal", bwfinal)
altmfight(e)
def altmfight(e):
combat2Ret = combat(e, [("Summoner", 1, 0, 10)])
if (combat2Ret == 1):
wonbattle5(e)
elif (combat2Ret == 3):
lostFight2(e)
else:
ranAwayFightam(e)
def wonbattle5(e):
showPicture(e, "Abeholder")
showMessage(e, ["....."])
showMessage(e, ["....."])
showPicture(e, "bw_endwalk1")
showMessage(e, ["walking...."])
showPicture(e, "bw_endwalk2")
showMessage(e, ["you push open the door"])
showPicture(e, "bw_endwalk3")
showMessage(e, ["walking....."])
showPicture(e, "bw_endwalk4")
showMessage(e, ["walking....."])
bwbasementend = 3
setTag(e, "bwfinal", bwfinal)
vault(e)
def ranAwayFightam(e):
showMessage(e, ["You can't escape."])
altmfight(e)
def ranAwayFightsg(e):
showMessage(e, ["You can't escape."])
sgfight(e)
def ranAwayFightmg(e):
showMessage(e, ["You can't escape."])
magefight(e)
def ranAwayFightrt(e):
showMessage(e, ["You can't escape."])
ratfight(e)
def ranAwayFight(e):
showMessage(e, ["You can't escape."])
fightbeholder(e)
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
Re: YES!!!!!!!!!!!!!!!!!!!!!!!!!!
[quote="dragonbait"]
Oh hey Origen.........for the lines above, they are written the way you had written them in your post, but for some reason they don't show correctly in the Devilwhiskey forums when I post it. ????? maybe there are some ghosts in the machine. Other than these lines not showing up correctly on the forums, the rest of everything works!!
Code: Select all
def wonbattle3(e):
showMessage(e, ["....."])
bwfinal = 3
setTag(e, "bwfinal", bwfinal)
vault(e)
def vault(e):
showMessage(e, ["....."])
giveItems(e, ["Perfect Long Sword"])
bwfinal = 4
setTag(e, "bwfinal", bwfinal)
end(e)
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
"The Basement" DW mod Download
Well here it is....... hopefully I've copied all of the required files to run the mod. Let me know if you find any bugs or just to say if you liked it or didn't. It was allot of fun making this DW mod. A BIG THANKS TO ORIGEN, RICKSTAVERN, HGAMER, and all else who helped me through this whole process. THANKS SO MUCH!!!!!!!!
and as always be sure to read the readme file first. Thanks
-Bri (dragonbait)
http://www.icestorm9999.com/downloads/basement.zip
and as always be sure to read the readme file first. Thanks
-Bri (dragonbait)
http://www.icestorm9999.com/downloads/basement.zip
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
basement update
edited:
updated the final battle script to increase the # of monsters in the final battle. Anyone that has downloaded the mod after 5:45AM already has the updated file. Thanks.
updated the final battle script to increase the # of monsters in the final battle. Anyone that has downloaded the mod after 5:45AM already has the updated file. Thanks.
Last edited by dragonbait on Fri Aug 03, 2007 1:02 pm, edited 1 time in total.