Xoram's Tower mod

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dragonbait
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Post by dragonbait »

OK. Tower lvl 3 = completed.
Also monsters are working better now. oh and yes, my party of 4 lvl 1ers just got anhiliated with one swipe. Trying to make this a HIGH lvl quest.
Last edited by dragonbait on Wed Dec 21, 2011 8:44 pm, edited 1 time in total.
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chaney
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Post by chaney »

A giant fly? Is Jeff Goldblum's pic going to represent said creature?
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dragonbait
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Post by dragonbait »

How did you know?? No not really. A nice closeup one of those annoying bugs though.
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Rickstavern
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Post by Rickstavern »

I have new monsters and items source for you. The text files are in the unofficial patch.
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dragonbait
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Post by dragonbait »

awesome! now we can fight some ghost dragons. :D
thanx
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Post by Growler »

dragonbait wrote:How did you know?? No not really. A nice closeup one of those annoying bugs though.
Waiter!

There's a huge killa fly in my soup!

:twisted: :roll: :twisted:
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chaney
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Post by chaney »

For ewe...No charge! :wink:
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chaney
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Post by chaney »

There hasn't been a progress report in a while. Any progress?
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dragonbait
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Post by dragonbait »

text
Last edited by dragonbait on Wed Dec 21, 2011 8:44 pm, edited 1 time in total.
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chaney
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Post by chaney »

Any progress?
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dragonbait
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Post by dragonbait »

not much but I did update to Rickstaverns new patch, then re-input my pictures into the picindex. I'm including some battles with some ghost dragons. Currently creating more monsters. Previously I was creating a unique battle for each room/area that I wanted a fight to occur. This process just got to be excrutiatingly painful after a while, hence my going MIA this past month or so. Now I'm creating more monsters so that I can generate a few general scripts that I will place in multiple instances. I have a 30ish by 30ish map that still needs filler.
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dragonbait
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Post by dragonbait »

oh and there will be hellhounds
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chaney
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Post by chaney »

Cool!
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dragonbait
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Post by dragonbait »

Ack! I thought I could create a battle script and place that one script it in multiple locations, but after I fight one battle the rest of the other battles instances won't show up because the script has returned to 1.

Is there a way to make a battle script that is usable more than once. Here's a sample battle script I have.

Code: Select all

# xt foot soldiers1
from eventAPI import *
from APIUtils import *

xtfs1=0

def fireEvent(e):
   global xtfs1
   xtfs1 = getTag(e, "xtfs1")
   if (xtfs1 == 1):
      return 1
   else:
      showMessage(e, ["Xoram's Foot Soldiers!!!."])
      fightThem(e)


def fightThem(e):
   combatRet = combat(e, [("Xoram's Foot Soldier", 10, 10, 10)])
   if (combatRet == 1):
      wonFight(e)
   elif (combatRet == 3):
      lostFight(e)
   else:
      ranAwayFight(e)

def wonFight(e):
   global xtfs1
   showMessage(e, ["You beat them sensless."])
   xtfs1 = 1
   setTag(e, "xtfs1", xtfs1)

def lostFight(e):
   showMessage(e, ["The monsters rejoice at your demise."])

def ranAwayFight(e):
   showMessage(e, ["You can't escape."])
   xtfs1(e) 
I know I could just copy this script multiple times and change the xtfs1 to xtfs2, xtfs3, xtfs4 etc., but is there another way of doing this?
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origen
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Post by origen »

Yes you can, as most of my battles were scripted to happen randomly. If you want to use it repeatedly, you can probably just remove the get tag and set tag scripts.

I set mine up similar to the Guard attacks (or townsperson attacks, depending on the path you took)

Look at those scripts, and see if that leads you in the right direction. I haven't scripted in so long, I don't want to lead you astray.
I reject your reality, and substitute my own.
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