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Metal King Slime
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 PostMon Jun 25, 2012 10:02 am
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Nope, for the one it's supposed to take away, I don't use the Costs menu for it. Instead, I have it set to "Consumed By Use."

I originally tried it without Check costs if used as an item because I forgot to set it. When I found it wasn't working, I saw that I forgot to set that bitset, but once I set it, it still wouldn't work properly

BMR is confuzzled...
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Liquid Metal King Slime
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 PostMon Jun 25, 2012 2:25 pm
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Are you saying that item costs don't work at all ever?

Or are you saying that item costs work in battle, but not when the item is used outside of battle?
Metal King Slime
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 PostMon Jun 25, 2012 2:45 pm
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Ah, yes, I should have specified that. I just tested it in battle, and it does work properly. It doesn't work outside of battles though.
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Metal King Slime
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 PostTue Jun 26, 2012 3:28 pm
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Hmm, haven't done one these in a while... Been too caught up with the working the actual game, hehe. Anywho, here we have Hector, the Paladin!

The sixth of my Character Bios! (three more to come!)

Hector Sogin






Stats



Background
Hector is one of the last of the order of Paladins. While never numbering more than thirty members at a time, the order is currently down to Hector and his daughter. He is a brilliant tactician and a strong commander, but marred (though he would say "blessed") by extreme arrogance. This arrogance though, is rather well-placed as he is one of the most prominent paladins of modern times. He is a firm believer of the creed of the paladins, that they must fight all evil for all eternity as humanity's last bastion of goodness. In this role, he has done much against the creatures and monsters of evil, and bears the scars to prove it.

This, however, causes disagreement between him and his daughter Tira, as she inherited his firm belief in the creed. They differ though, in that Hector believes the paladins should fight all evil for all eternity, whereas his daughter believes that the paladins should fight all evil for all eternity.

This is exemplified in their opinions regarding the Theocracy. While both agree that the Theocracy is evil, Hector believes that the paladin order cannot stand against it, and must thus stay in hiding in order to preserve their order for the future. He wants to continue the fight only through influencing the world from behind the scenes rather than open combat which he knows the order would lose. Tira however believes that they must strike out against the Theocracy now, even if it be the death of the order. Martyrdom in final battle against evil, she believes, is better than the cloak and dagger games that Hector plays. Hector believes this is foolishness, as one single act of valor in the present would deprive future generations of what guardians they had.

In recent years, this has caused Tira to strike out on her own, abandoning Sogin Manor and her father. Not one to let such an opportunity pass itself up though, he set into motion various plans that would cause his goals to come to fruition. Only time will tell if those plans will succeed though, and what, if any, Legacy he will leave behind.


Personality
Though ultimately a soldier of good, Hector is not above lying to people, cheating the rules, or manipulating his allies, to achieve his goals. He will do just about anything needed in order to further his many plans, any of which can be active at a given time. He is a brilliant tactician, and whenever possible, he allows his enemies to defeat themselves rather than directly acting against them. Molok admits that Hector is terrifyingly intelligent, and says that the paladin is like a spider forcing other spiders to make webs for him, all the while being irrevocably in control of everything. Despite this though, he is not unwilling to take the fight into his own hands, and despite his age, he is still a formidable foe when it comes to physical combat.

Possibly because of all this, he considers himself far superior to all other people, looking down on most. He is particularly amused by what he views as others' hypocrisy or ineptitude. Of the companions, Jaina dislikes him the most, as he is particularly vocal about his opinion regarding her capability (or lack thereof in his eyes) in the battle.


Powers
Hector is a tank. His armor is typically the best in the game, and his natural defense stat is among the highest in the game. While he can generally use the same weapons as Tira or Hector, his main weapons are his greatswords which are unrivaled among the physical weapons in terms of raw damage. He has nearly the same buffing spells as Helms, though his are more oriented towards buffing himself rather than his allies.

Perhaps more powerful though, is his ability to embue his greatsword attacks with devastating elemental damage. These attacks can only be performed on greatswords though, so this limits his choice in weapons somewhat.

His greatest disadvantage though, is his speed and dodge. Because of his heavy armor, he is one of the slowest of the companions. Characters like Jaina can potentially attack three times for every one attack of Hector. That single attack however, can potentially be more powerful than Jaina's three light attacks put together.


Equipment
Hector can use the best armor in the game thus making him a better choice for tanking than Belor. On the other hand, Belor has more HP and can attack more quickly than Hector, so it is a matter of personal choice in the end. He is also able to use some of the best physical weapons in the game, making his damage output extremely high.
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Slime Knight
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 PostTue Jun 26, 2012 6:44 pm
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I think the best part of this character is the cross-shaped scar on his cheek, almost like he was branded.
—- So anyway, how are you?
Liquid Metal Slime
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 PostTue Jun 26, 2012 7:58 pm
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Wow, at a first glance, I just expected him to be a rowdy Knight Templar; I didn't expect a sneaky, underhanded side from him, for some reason.
Hey, yeah, that does look like a cross-shaped scar, Stewie. Though I get the feeling it might instead be a bony jawline with a straight scar perpendicular to it. He's definitely got some aging going on in his portrait, but...
BMR, remind me, did you do these portraits from scratch, or are they edited from some kind of existing template? If these are just placeholders (something you said previously gave me that impression) then take a good, long look at his eyes when considering what to adjust. They look like they were stolen from a young teenager! Someone who's going half bald really ought to have smaller, harsher eyes relative to his head, because I'm half expecting this man to say something hilariously out-of-character, like "I'm gonna count aaallll these itty-bitty yummy apples!" while batting his eyelashes. He'd make a good Magypsy, but I seriously doubt that's what you're going for!
Metal King Slime
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 PostWed Jun 27, 2012 1:09 am
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Baconlabs wrote:
BMR, remind me, did you do these portraits from scratch, or are they edited from some kind of existing template? If these are just placeholders (something you said previously gave me that impression) then take a good, long look at his eyes when considering what to adjust. They look like they were stolen from a young teenager! Someone who's going half bald really ought to have smaller, harsher eyes relative to his head, because I'm half expecting this man to say something hilariously out-of-character, like "I'm gonna count aaallll these itty-bitty yummy apples!" while batting his eyelashes. He'd make a good Magypsy, but I seriously doubt that's what you're going for!


That actually made me chuckle V Yes, they're all placeholders. I plan on redrawing them later, or getting someone to draw them. I used a face maker I found on dA to make them. I did do some tweaking to the faces though, just to give me a better idea as to how I want them to look later on with the final version.
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Liquid Metal King Slime
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 PostWed Jun 27, 2012 1:34 am
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I reproduced your problem with negative item costs. I added a throwable applecore item to Wandering Hamster and gave the Apple cure item a -1 applecore cost when you eat it.

Apparently item costs just aren't checked at all outside of battle. I think somebody reported this already and I forgot about it.

I am sure I can fix it, but I don't know if it will be an Alectromancy+1 fix or a Beelzebufo fix.
Metal King Slime
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 PostWed Jun 27, 2012 1:55 am
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Ah, righto then. I'll suspend multi-use potions in Legacy until that release then. Thanks for the help! Grin
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Metal King Slime
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 PostTue Jul 03, 2012 5:51 am
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And I've finished reworking my previous dungeons to get up to par with the way my other maps are made. So that means, back to the chicken problem. Through some testing, I've narrowed it down to which script is turning other npcs into chickens. This one particularly:

Code:

script, chickens, begin
   
   variable(counter, Xcounter, Ycounter, Zcounter, current chicken, chicken ID)
   
   for(Zcounter, 0, 2) do(
      chicken ID := npc copy count(npc:Chicken + Zcounter)
      
      for(counter, 0, chicken ID -- 1) do( #Loop through all of the chickens on a map
   
         current chicken := npc reference(npc:Chicken + Zcounter, counter) #Get the NPC reference for that particular chicken
         
         trace value(current chicken)
         trace value(npc:Chicken)
         trace value(npc:Chicken + Zcounter)
         trace value(counter)
         
         switch(random(1,2)) do(
            case(1) do(change npc id(current chicken, 30)) #Set the chicken to wander around
            case(2) do(   change npc id(current chicken, 31)) #Set the chicken to peck at the ground and stay in place
         )
      
      )
   )
   
   embiggen npcs

   
   set timer(timer:chickens, random(1,2), 18, @chickens) #Reset the timer
   
end


Most of the other npcs are ok, but this script turns all npc 0s into chickens, though I can't figure out why. I've tried commenting out

Code:

         switch(random(1,2)) do(
            case(1) do(change npc id(current chicken, 30)) #Set the chicken to wander around
            case(2) do(   change npc id(current chicken, 31)) #Set the chicken to peck at the ground and stay in place
         )


and that prevents npc 0 from getting turned into a chicken. I can't figure out why it would turn npc 0 into a chicken though, especially since I'm using npc references to do most everything.

Any ideas?
Being from the third world, I reserve the right to speak in the third person.

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Metal Slime
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 PostTue Jul 03, 2012 4:11 pm
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Have the 2nd for counter start from the LAST copy of the given NPC and count backwards. Otherwise when you change copy 0, the former copy 1 will now be copy 0 and that particular chicken won't get affected. Then once you pass the midway point of the 'line' you will be trying to change, say, copy 10 when there are only 9 copies of this chicken left.
I am Srime
Metal King Slime
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 PostWed Jul 04, 2012 1:41 am
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Hey, wow, that was simple. I just tried it, and it works perfectly now, thanks!
Being from the third world, I reserve the right to speak in the third person.

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Liquid Metal Slime
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 PostWed Jul 04, 2012 2:03 am
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BMR wrote:
Hey, wow,
Metal Slime
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 PostWed Jul 04, 2012 3:23 am
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I should have realized it the first time you posted about this, but I'm pretty sure you had more scripts floating around at that time, which made it harder to isolate what was happening. Good luck getting a demo of the game out! I'm pretty sure people are looking forward to this one.
I am Srime
Metal King Slime
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 PostFri Jul 06, 2012 4:27 pm
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Character Dialogue

So, now that I've gotten the first two dungeons fixed, I've been fleshing out all of my NPCs and their dialogue trees. Yes, I'm going with dialogue trees rather than NPCs who are forever cursed to have but a single line of dialogue. Most of their sprites are done, though I still have a few to do. I'm also working through their schedules, but that should be relatively simple as I have a spreadsheet that will create the code of that for me.

What I could use some help with though, is character dialogue. Granted, it's not too difficult to make dialogue, but with the number of characters I have, it does take some time typing out all the trees. I write out a character's dialogue in a plain text file first, along with the tags that I use for the menus and text boxes. A typical text file looks something like this:

Code:

Iago Text
[GREET]
-Greetings, what can I do for you today?
[NAME]
-My name?  I am Iago il Amra Sagadi, and I hail from the southern nations.
>tlkIago-AmraSagadi
>tlkIago-Southern
   [SOUTHERN NATIONS] (IF tlkIago-Southern ON)
   -Yes, my homeland.  Sadly, I cannot return, as I have been banished.
   >knwn-IagoBanished
      [BANISHED] (IF knwn-IagoBanished ON)
      -Not a topic I discuss freely, and not one that I will now.
   [IL AMRA SAGADI?] (IF tlkIago-AmraSagadi ON)
      -The names of my parents.  Amra is my mother, Sadgai is my father.  Were I to have a child, he would also take my name.
[DUTIES]
-You're asking me what I do?  What, are you blind?  I'm the blacksmith here at the docks.
>tlkIago-Blacksmith
    [BLACKSMITH] (IF tlkIago-Blacksmith ON)
    -Yes, I work with metal.  Tools, utensils, even arms and armor.  You won't find anything finer than here.
    >tlkIago-Metalwork
       [FINER] (IF tlkIago-Metalwork ON)
       -Yes, despite what those stuck-up sods might say up in the merchants' quarter, everyone here at Port Alkar knows that Iago's Arms is the place to go for quality goods.
       [TOOLS] (IF tlkIago-Metalwork ON)
       -Yes, if you need anything custom built, or are looking for stock parts, I'm your man.
       [ARMS AND ARMOR] (IF tlkIago-Metalwork ON)
       -It's not the best gear you'll be able to find, but it's the best you'll be able to buy here.  Without a good supply of better metals, real quality is beyond my means for now.
[TRADE]
-Sure thing, what do you need?
[THEOCRACY]
-Hmph, bunch of pretentious bastards the lot of them.  And their blockade is hurting my sales.
>tlkIago-Pretentious
   [THEOCRACY BLOCKADE] (IF knwn-TheocracyBlockade)
   -Yeah, don't know what they're trying to do.  There's a whole crapload of political nonsense behind it, though I'm hardly the person to ask.
   >tlkIago-PersonToAsk
      [WHO SHOULD I ASK?] (IF tlkIago-PersonToAsk ON)
      -I don't know, I'm a blacksmith, not a politician.  Go bother one of the assistants if you're so curious about it.

...


The text in [BRACKETS AND CAPITALS] is the text that the player says. The text that follows it, after a dash (-) is what the NPC says. Sometimes, the text triggers a tag, and the text line is immediately followed by a >tlkNPC-sample which is the name of the tag that it sets. Some text will only appear if a tag is on, and it's beside the bracketed text inside parenthesis like this: (IF tlkNPC-sample ON). Now, none of this is actual code, it's just there to help organize everything.

My question then is, would anyone be interested in writing a dialogue tree for an NPC? It would be entirely up to you how much you want to flesh out the character's personality. I do have a list of the npcs and their roles, and there are some with established personalities and relationships with other characters, but others are still relatively blank.

So, anyone interested? Grin
Being from the third world, I reserve the right to speak in the third person.

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