Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Forums > Dungeon Craft - RPG Game Maker
FAQ Calendar Arcade Today's Posts Search

Reply
 
Thread Tools Search this Thread
Old 11-24-2006, 05:06 PM   #1
SilentThief
Symbol of Cyric
 
Burger Time Champion
Join Date: September 10, 2001
Location: USA
Age: 49
Posts: 1,301
Been gone a while, been busy. Got some questions...

1. Can sprites be displayed on screen and not disappear immediately?
(without having the player have to press return)? Can sprites be
placed on the overland map?? If not, can they be?

2. Can the Overland map grid be adjusted? each step is currently
16x16, can we change it (for example to 20x20)? The SIZE of the map
doesn't need to change, just the pixel size for EACH STEP.

3. Can we set a "time Delta per Party Step (minutes)" setting for
each map? Can we have that setting modifiable on each level (for
different amounts for different maps)? I have different maps of
different scale, and it shouldn't be a day for each one.

4. Regarding different map settings, can we have different combat
backgrounds for different maps? or better yet, different combat
backgrounds for different zones (or even set for different combat
events)?

5. With editable spells (as well as monster abilities), is there any
way to change/modify the special abilities (like bless, curse, fear,
diseased, ect)? Can they be added to or are they coded into the
program?

6. I can create spells that only monsters have, but I want to create
an item that only monsters can have. Is there any way to set a flag
that makes an item disappear after combat?

7. Can we do guided tour event on overland map? (This could simulate
being lost...)

8. Can we have separate modifiers on an item for hit bonus and
damage bonus (example: dagger +1 to hit, +2 to damage; or an well
crafted axe that gives a +2 to hit only)?

Are we able to edit character class/race yet?
Last but not least, what is the current game version?

SilentThief
__________________
http://www.wilhelmscream.net/
SilentThief is offline   Reply With Quote
Old 11-24-2006, 11:32 PM   #2
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Here goes-
1. No, but this is a bug that will be fixed sooner rather than later I think.
2. Yes, in the config.txt
3. Yes, in the global settings in the editor
4. Yes, for different zones
5. The special abilities to assign, such as bless, are hardwired, but in name only. You can give an item the bless ability then edit it to do many different things. (I've done this pretty extensively, so if you need help, let me know.)
6. Yes, but my way is kinda sloppy. Set items as drow items and run an event to destroy drow items chained to the combat event. I think PC's could pick them up, but then they would be destroyed. You would need to make sure that they were not worth any xp
7. Maybe. Let us know what you find out.
8. No, but you could go to the main site at
http://sourceforge.net/projects/uaf and put in a feature request.
(9.) A little, but we can not change the number of classes to add extras, we can only modify the ones that are there. Steve McDonald is a good one to ask on this topic.
(10.) version .913
__________________
manikus is offline   Reply With Quote
Old 11-25-2006, 12:31 AM   #3
SilentThief
Symbol of Cyric
 
Burger Time Champion
Join Date: September 10, 2001
Location: USA
Age: 49
Posts: 1,301
Quote:
Originally posted by manikus:
Here goes-
1. No, but this is a bug that will be fixed sooner rather than later I think.
2. Yes, in the config.txt
3. Yes, in the global settings in the editor
ok so far, just wanna make sure, doesn't the global setting affect every level???

Quote:
Originally posted by manikus:
4. Yes, for different zones
5. The special abilities to assign, such as bless, are hardwired, but in name only. You can give an item the bless ability then edit it to do many different things. (I've done this pretty extensively, so if you need help, let me know.)
6. Yes, but my way is kinda sloppy. Set items as drow items and run an event to destroy drow items chained to the combat event. I think PC's could pick them up, but then they would be destroyed. You would need to make sure that they were not worth any xp
er, yeah... that'll work just fine. I forgot about the destroy equipment event (sheepish grin)

Quote:
Originally posted by manikus:
7. Maybe. Let us know what you find out.
8. No, but you could go to the main site at
http://sourceforge.net/projects/uaf and put in a feature request.
(9.) A little, but we can not change the number of classes to add extras, we can only modify the ones that are there. Steve McDonald is a good one to ask on this topic.
(10.) version .913
So, about my one of my other posts... If Spud is "semi-retired" or if he's dealing with reality coming up an biting him (I sure have been dealing with that lately); is anyone still developing for DC???

SilentThief

[ 11-25-2006, 07:39 AM: Message edited by: SilentThief ]
__________________
http://www.wilhelmscream.net/
SilentThief is offline   Reply With Quote
Old 11-29-2006, 05:41 PM   #4
SilentThief
Symbol of Cyric
 
Burger Time Champion
Join Date: September 10, 2001
Location: USA
Age: 49
Posts: 1,301
Quote:
Originally posted by SilentThief:
Been gone a while, been busy. Got some questions...
3. Can we set a "time Delta per Party Step (minutes)" setting for
each map? Can we have that setting modifiable on each level (for
different amounts for different maps)? I have different maps of
different scale, and it shouldn't be a day for each one.
quote:
Originally posted by manikus:
Here goes-
3. Yes, in the global settings in the editor
ok so far, just wanna make sure, doesn't the global setting affect every level???
[/QUOTE]OK, Thanks. I figured out an answer based upon what manikus said. If the steps are al Zero, then each map can have a time step event for each step. Thanks Manikus!!!

But, in my questing for the ultimate quest.... I've gotten a few new questions.

1. We have a limit of 15 vaults. Can we have more? How hard would it be to program a rediculously HUGE amount of vaults? Reason being this: If we had the ability to do a large amount of vaults would give the ability to do treasure chests, and opening them would give access to the vaults.

2. Can we put any old message in the status display? Then the designer could then choose not use any pre-designed "special abilities" and instead make their own conditions/status/"special abilities" thru Associated String List (ASL's) and logic block that affect the players.

3. When editing spells, what does the button labeled "Spell Attributes" (between "begin/end scripts" and "special abilities") used for?

4. Speaking of "begin/end scripts", some of the scripts defy easy definition (I believe them to be from C++, but I don't know C++). For example, what does "&&" mean? In fact, it would be nice if someone who know proper script syntax would make a help file for just them (Especially if that means all of them.)

SilentThief

[ 11-29-2006, 05:42 PM: Message edited by: SilentThief ]
__________________
http://www.wilhelmscream.net/
SilentThief is offline   Reply With Quote
Old 11-29-2006, 07:10 PM   #5
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Quote:
Originally posted by SilentThief:

4. Speaking of "begin/end scripts", some of the scripts defy easy definition (I believe them to be from C++, but I don't know C++). For example, what does "&&" mean? In fact, it would be nice if someone who know proper script syntax would make a help file for just them (Especially if that means all of them.)
&& means "Both are non-empty"
I didn't know this either, but it is in the help file that ships with DC.
I had hped that either CocoaSpud or PAul would write a help file for GPDL that was a little more thorough OR written so an idiot like myself could use it, but that didn't happen. I can puzzle out some of it, but I have a bad habit of not writing my discoveries down; so I'm pretty much back to square one each time I want to do something. With that being said, however, for my Hero Craft mod, I've already developed items that can augment at of the big six character attributes, as well as AC, HP and movement. (It is much easier to do this with spells, I know, but I have other plans for the magic system.)
__________________
manikus is offline   Reply With Quote
Old 01-09-2007, 10:13 PM   #6
SilentThief
Symbol of Cyric
 
Burger Time Champion
Join Date: September 10, 2001
Location: USA
Age: 49
Posts: 1,301
Quote:
Originally posted by SilentThief:
[qb]
4. Speaking of "begin/end scripts", some of the scripts defy easy definition (I believe them to be from C++, but I don't know C++). For example, what does "&&" mean? In fact, it would be nice if someone who know proper script syntax would make a help file for just them (Especially if that means all of them.)
Well, I decided to take on the idea myself. As in, I'm doing a very exhaustive and thorough help-file for how GDPL and logic block works. This means that I have to puzzle out how it works first. So far, So good, and I've even learned a few things. I'll get back with you guys later when I've gotten done with it (or mostly done with it .

SilentThief
__________________
http://www.wilhelmscream.net/
SilentThief is offline   Reply With Quote
Old 01-10-2007, 08:28 AM   #7
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
I didn't hear you come in...
This is great news. I'd love to read what you've got at any point you feel it's ready to be read by someone else.
__________________
manikus is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Everyone Busy Lavindathar Baldurs Gate II: Shadows of Amn & Throne of Bhaal 8 06-17-2005 06:06 AM
busy npc bug Chemando Baldurs Gate II: Shadows of Amn & Throne of Bhaal 2 05-15-2003 03:25 AM
Busy De\/il Baldurs Gate II: Shadows of Amn & Throne of Bhaal 1 07-02-2002 01:44 PM
Busy busy.... Redblueflare General Conversation Archives (11/2000 - 01/2005) 3 01-29-2002 03:12 PM
npc is always busy! ChoCoMoBo Baldurs Gate II: Shadows of Amn & Throne of Bhaal 6 01-17-2002 03:21 PM


All times are GMT -4. The time now is 04:10 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved