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Posted: Thu Dec 20, 2007 8:01 pm
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.

Posted: Fri Dec 21, 2007 7:23 am
by chaney
A giant fly? Is Jeff Goldblum's pic going to represent said creature?

Posted: Fri Dec 21, 2007 7:48 am
by dragonbait
How did you know?? No not really. A nice closeup one of those annoying bugs though.

Posted: Fri Dec 21, 2007 6:29 pm
by Rickstavern
I have new monsters and items source for you. The text files are in the unofficial patch.

Posted: Sat Dec 22, 2007 5:47 am
by dragonbait
awesome! now we can fight some ghost dragons. :D
thanx

Posted: Wed Jan 02, 2008 9:15 pm
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:

Posted: Thu Jan 03, 2008 9:23 am
by chaney
For ewe...No charge! :wink:

Posted: Sat Jan 19, 2008 4:49 am
by chaney
There hasn't been a progress report in a while. Any progress?

Posted: Sat Jan 19, 2008 4:14 pm
by dragonbait
text

Posted: Mon Feb 18, 2008 1:42 pm
by chaney
Any progress?

Posted: Mon Feb 18, 2008 5:53 pm
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.

Posted: Mon Feb 18, 2008 5:55 pm
by dragonbait
oh and there will be hellhounds

Posted: Tue Feb 19, 2008 4:01 am
by chaney
Cool!

Posted: Thu Feb 21, 2008 4:50 pm
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?

Posted: Thu Feb 21, 2008 7:20 pm
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.