Xoram's Tower mod
Moderator: Admin
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
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.
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.
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
- Rickstavern
- Black Claw
- Posts: 109
- Joined: Tue Feb 22, 2005 11:34 am
- Contact:
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
Waiter!dragonbait wrote:How did you know?? No not really. A nice closeup one of those annoying bugs though.
There's a huge killa fly in my soup!
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
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.
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
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.
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?
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)
- origen
- Dark Sidhe Lord
- Posts: 903
- Joined: Thu Feb 10, 2005 5:54 pm
- Location: Secret League of Nirulat Headquarters
- Contact:
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 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.