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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 6:23 am 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
You can name what the maps what you like, the originals use numbers (the grid ref of the tile) for external and a descriptive name for interior maps.

No you cant use global in save folders or vice versa.

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My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 6:35 am 
Apprentice
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Joined: Sat Jul 30, 2011 4:51 am
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Location: Germany
So you cant add your own items to a chest or define a key that will open a door while in Global Map mode ?


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 6:45 am 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
Thats right, in global maps you only give a name for each item you put on a chest / draw etc and the game fills in the blanks from the built in data, if you use a custom name the item just appears as a widget.

In save game maps you define everything about the item so you can create what you like :)

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My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

All previous versions avaliable here


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 6:59 am 
Apprentice
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Joined: Sat Jul 30, 2011 4:51 am
Posts: 39
Location: Germany
Ok, but you said that you cant copy a modified "Save Game Map" to the global maps.
Now i you would like to create a dungeon for other to play with you would need to give them the savegame file ?
So they will start playing with a new charakter (not their own) ?

Again, thanks for helping me, i already created a small working dungeon.


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 7:57 am 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
You need to provide the .map and .ent files for any map you have edited these can then be copied into either a new or existing save game slot by any one wishing to play.

If you want to edit existing maps and distribute as save game maps you will need to start a new save game, head to the map in question and save as soon as you arrive without doing anything on the screen (killing anything, opening chests etc) copy that map out of your save game slot and work on it, then copy back in for testing.

In order to help with this I usually create a new game, save and then load up the starting map (Number 35) and add an object with the following script

Code:
activate_qt 1 ; activate_qt 2 ; activate_qt 3 ; activate_qt 4 ; activate_qt 5 ; activate_qt 6 ; activate_qt 7 ; activate_qt 8


Then I reload the game and I can use the object I created (usually just a temporary sign on the wall) to activate all the quick travel points, this makes it a lot easier to navigate to the map you want in order to save a copy.

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My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

All previous versions avaliable here


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 9:05 am 
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Joined: Sat Jul 30, 2011 4:51 am
Posts: 39
Location: Germany
Thats some useful informations, thanks !
I just have no idea how i could tell a story, give a quest, give the player the ability to make choices ect.

For example this command:
Code:
narrative <narrativenum>


It looks like its impossible to detect if enemy x is dead for example.
Or lets say i want a message after the player has a special key, then i would use:
Code:
cond_item (mykey) ; message (Quest complete !)


But where would you use that ?
Can you maybe provide examples how you tell a story, give quests ?

Thanks again !

Here is a screenshot from my quick test dungeon:
Image


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 9:47 am 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
the narrative command is of no use to you as it can only be used to display the built in narrative text but the following code would procude the same result:

Code:
sound (sfx_narration) ; message ("You enter a dark dungeon")


The above code could either be put at the end of the script that took you into the dungeon, or maybe on a floor activated script (Object Type 14), Book II also has a proximity object.

Each entity has a script field in there properties which is executed on there death which can be used to drop an item (orginal ones only), open a door / wall / portcullis or just display another message.

You can't officialy give a quest which would appear in the quest journal but you can create customer letters or books using the above narration script that would give details of the quest.

You can't execute script on collection of an object but using your example of a key, have that key open a door then on the otherside of that door have a floor trigger that displays the text and perhaps has a add_gold command to give a reward (there is a gain_xp command as well for Book II but sadly there does not appear to be a similar command for Book I)

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My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

All previous versions avaliable here


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 11:38 am 
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Posts: 39
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Will a custom letter display a real letter or just message text ?
Because i cant see how to create a real letter the player can read and click ok to close it.

About the key, i have already created a key but struggle in making i open a door...can you help ?


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 11:51 am 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
No right clicking the later won't actually display the graphic on screen it will just display the text in the status area, you could try doing
Code:
cond ("Random letter text here") (Ok) (Cancel)


As for the door, go it's properties and put the following in it's script
Code:
unlocked_with (<key name>)

set it's lock level between 1 and 60 and it's sturdyness.

If you only want the door to be openable with the key then set lock level to 60 and untick destructable.

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My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

All previous versions avaliable here


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 11:55 am 
Apprentice
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Joined: Sat Jul 30, 2011 4:51 am
Posts: 39
Location: Germany
Thanks !

Quote:
The above code could either be put at the end of the script that took you into the dungeon, or maybe on a floor activated script (Object Type 14), Book II also has a proximity object.


Is it possible to have this "Object Type 14" activate only once ?
Because it looks like the script triggers everytime you step on this position.

EDIT:
Oh, about the letter, where would you enter the script text for it ?
Into "Action Script" under "Misc Attributes" ?


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 12:06 pm 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
Minsk wrote:
Thanks !

Quote:
The above code could either be put at the end of the script that took you into the dungeon, or maybe on a floor activated script (Object Type 14), Book II also has a proximity object.


Is it possible to have this "Object Type 14" activate only once ?
Because it looks like the script triggers everytime you step on this position.


yep, just add a destroy_script command to the end of the line.

Minsk wrote:
Oh, about the letter, where would you enter the script text for it ?
Into "Action Script" under "Misc Attributes" ?


Spot on

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My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

All previous versions avaliable here


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 12:26 pm 
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Joined: Sat Jul 30, 2011 4:51 am
Posts: 39
Location: Germany
Wow, you can actually do a lot with this editor !

About the notes and letters...what object type do you have to use to get a READ action (this green text you see) with right-click ?
I dont see Note,Book or something...


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Fri Feb 03, 2012 12:43 pm 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
I had actualy only done books / letters in Book II which does have "Book" option. Just done a quick experiment though and it seems if you use the n/a option between Gold and Special you get a READ option :)

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My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

All previous versions avaliable here


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Sat Feb 04, 2012 7:43 am 
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Joined: Sat Jul 30, 2011 4:51 am
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Location: Germany
I have tried to get a "real" NPC that will give quests to the player and this is what i currently have:
http://www.file-upload.net/download-408 ... t.zip.html

You will see a NPC and two red-marked spots (these are no traps !). Step on one of these to get a quest. If you have complete a Quest just step on a spot left or right of the NPC and the Quest will be completed !

I would like to get some feedback and ideas how to do it better.
I though of letters that coul replace the quest-log. So uf you accept a quest a letter is added to your inventory that tells you what to do, this letter could be removed as soon as the quest is completed.


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Sat Feb 04, 2012 9:26 am 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
Minsk wrote:
I have tried to get a "real" NPC that will give quests to the player and this is what i currently have:
http://www.file-upload.net/download-408 ... t.zip.html

You will see a NPC and two red-marked spots (these are no traps !). Step on one of these to get a quest. If you have complete a Quest just step on a spot left or right of the NPC and the Quest will be completed !

I would like to get some feedback and ideas how to do it better.
I though of letters that coul replace the quest-log. So uf you accept a quest a letter is added to your inventory that tells you what to do, this letter could be removed as soon as the quest is completed.


Just had a quick try, I do like the way that the conversation is initiated by standing in front of him, never thought of that, I do notice that if you click on him it says he's dead and can't talk but personly I could probably live with that. Though I think the tiles look a bit off being read, you should just make them look like normal tiles.

With regards to being given a letter if you accept a quest, while you can check for and remove custom items via script you can't give them so the letter would need to be in a chest as you've done with your note or perhaps left amongst papers on some ones desk (If you take a look at my Book II mod you will see I have done something like this using a book left on a desk), in fact now I've worked out the creating custom items thing I was considering redoing my Book I mod as a savegame version then I can have keys instead of codes, if I did I would probably add in having to pick up a letter before the boat to the island would work.

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My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

All previous versions avaliable here


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