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Topic Summary

Posted by: Rastor
« on: July 03, 2004, 08:16:36 PM »

Imrpoved Asylum at RPG Dungeon

Hmm, looks like I'm going to have to change that link so that it redirects to the correct page (although that link does work...).  I should note however, that unless you use one of the mirrors, the download will give you a corrupted file.  I've fixed the problem now, but I never updated the links on that page to work.

http://www.rpgdungeon.net/impasylum.html
Posted by: Diana
« on: July 03, 2004, 05:55:35 PM »

Quote
I've never used Help, but you could substitute a DisplayStringHead(@x)
Worked perfectly - didn't think you could use it in a .d file.  Thanks.
Posted by: Diana
« on: July 02, 2004, 05:08:49 PM »

I don't want to fiddle with Neeber's .bcs file.   Since it appeared as if we could use some of the scrpting commands in the .d files I thought I could get away with coding it as part of an IF ~~ THEN DO but it doesn't work.  Oh well, I can always start doing APPENDs.
Posted by: SimDing0™
« on: July 02, 2004, 04:58:57 PM »

Does anything happen when the Help() command is called?  I think that requires things in the other (helping) creatures' scripts to get anything to work.  Either that or they have to be of the same alliance/faction as Neeber.  None of the Tradesmeet townspeople are, hence the reason why nobody cares if you kill him or not.

Like I said, it works with the Help() trigger.
Posted by: Diana
« on: July 02, 2004, 03:56:15 PM »

Thanks!  Will take a look at the coding.
Posted by: CamDawg
« on: July 02, 2004, 03:50:26 PM »

Posted by: Diana
« on: July 02, 2004, 03:17:32 PM »

Quote
DisplayStringHead does work in dialogue files.  Improved Asylum uses one and it works there.
Never played "Improved Asylum" so please give me a link.  Just got home so I'm gonna go test my coding.
Thanks.
 ;)
Posted by: Rastor
« on: July 02, 2004, 12:48:17 PM »

Does anything happen when the Help() command is called?  I think that requires things in the other (helping) creatures' scripts to get anything to work.  Either that or they have to be of the same alliance/faction as Neeber.  None of the Tradesmeet townspeople are, hence the reason why nobody cares if you kill him or not.

DisplayStringHead does work in dialogue files.  Improved Asylum uses one and it works there.
Posted by: Diana
« on: July 02, 2004, 04:37:13 AM »

Thanks all.  Thought the DisplayStringHead would only work in the BAF/BCS.  Will give it a shot in the .d
Posted by: SimDing0™
« on: July 02, 2004, 01:34:20 AM »

Help() won't display anything overhead. It's like a very primitive form of Shout(), and is used in a similar way with the Help() trigger.
Posted by: CamDawg
« on: July 01, 2004, 10:20:23 PM »

Here I thought this was the best, geekiest request for help with IE modding, only to be disappointed and discover it really is about Help().

I think DisplayStringHead needs an object, so DisplayStringHead("Neeber",@x).
Posted by: jcompton
« on: July 01, 2004, 08:42:11 PM »

I've never used Help, but you could substitute a DisplayStringHead(@x) and see if that improves matters.
Posted by: Diana
« on: July 01, 2004, 08:28:32 PM »

I've been looking at the action ids in the TeamBG scripting tutorial and ask if I'm using this properly.
What I want that pest to do is yell for help after the NPC threatens to attack him - the previous line had a SAY "I'm gonna kill you" and this is the end of the IF -- THEN.

IF ~~ THEN DO ~ActionOverride("Neeber",Help())
ActionOverride("Neeber",RunAwayFrom("MyNPC",90))~ EXIT

The Runaway part works - but he doesn't yell for help or display anything overhead and I'm not getting a parse error from Wediu.  According to the Scripting tutorial, Help() should generate sometrhing as the gibberlings used it in the example but I'm not seeing anything displayed whether it be overhead or in the text box.  Don't tell me I have to do something with the BAF/BCS.