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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Sat Feb 04, 2012 10:50 am 
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raverdave2k wrote:
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.


Yes, i needed to use this script to get rid of the option to talk to the NPC:
Code:
npc_die <entnum>


Otherwise the player could click on the NPC and get the normal dialogue with him...which would be a bit odd.

raverdave2k wrote:
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.


I also did this now, i added a chest near the NPC with two letters named "Quest: Retrieve Potion" for example.
The letter will get removed once the player has completed a quest.
Clearly, you have to provide the player with some advice on how to do it (Get a Quest or get the quest letter) but thats easy and should not be a problem.

Now i have to think about a small mod with a bit of a story. :arrow:
I thought about the player gets kidnapped from his cottage in Tangletree Forest.
Trapped in a cell inside a dungeon and (of course :D ) deprived of all his Skills and Weapons the player has to escape and find out who is responsible for this.


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Sun Feb 05, 2012 7:53 am 
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Ok, i have put some more work into it and i think this is the best way to create a interaction with NPC's at the moment.
http://www.file-upload.net/download-408 ... 2.zip.html

Please give me some feedback !

How the "system" works:
Image

The red marked spots infront and behind the NPC are the ones that will trigger a dialogue. That way it is possible to get two differend quests from one NPC. It would be possible to force the player to first complete Quest Nr.1 before he could get Nr.2 !
The blue marked spots left and right of the NPC are the ones that will trigger the "Quest completed" dialogue. Note that this tiles are blocked as long as the player has not accepted the appropriate Quest !

There is always a cabinet near a NPC which contains the Quest-Notes.
Those Quest-Notes are for the player so he cant forget a quest, they will be removed from the inventory once a quest is completed.
There is also a chest with a slider lock. Here your reward will be stored.
The NPC will tell you the code for it once you completed a quest.

Any feedback or ideas how to do it better ?


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Mon Feb 06, 2012 3:38 am 
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Okay, well! I only missed my self-imposed release deadline by about two months, but I suppose that's better than letting it go for a whole 'nother year, yes? Thanks in part to the rather enthusiastic discussion that's taken place here over the past few days (hi, Minsk! Glad you're enjoying it) I've finally gotten around to bundling up the more recent code that's been languishing in source control into an actual 0.8.0 release. Available, as always, here: http://apocalyptech.com/eschalon/

Notable new features this time around:
  • A "Script Editor" component which should hopefully make dealing with Object and Entity scripts much easier. This includes a bit of autocompletion for if you can't remember the exact command you're looking for, and an easy way to plug in map coordinates by simply clicking on the map itself. All this is available when you press the green arrow button thing next to any script text entry.
  • Clarified and rearranged some "Revert" and "Reload" behavior to hopefully be more clear.
  • Trap, Lock Level, and Loot Level options for premade objects in the map editor
  • A few other miscellaneous bugfixes

I do feel compelled to mention, however, that this release really hasn't seen the full amount of testing that I typically like to do when I cut a new release like this. Almost all of the code that's in this release has been sitting in source control for some time, and I believe that it did see quite a bit of testing back when I was working on it more actively, so hopefully this will turn out to be solid. Please let me know if you encounter problems, though! And make backups, just in case something I did screws up your map.

Especially let me know if something's weird on the Windows version - part of the delay in getting 0.8.0 out, since my last post here a few months ago, was that I needed to go re-learn how to generate the Windows executables over on a VM I occasionally use for work. At the previous release (0.7.5) I was still using an ancient XP install, which I felt was sufficiently lowest-common-denominator that probably nobody would have issues with it. My current VM is Win7, though, so hopefully the EXE will continue to work for anyone still on Vista (or even XP).

I would still like to get moving on these utilities again, so we'll see if I can make that happen at some point. Getting a more-easily programmable API would be quite nice, as would any other suggestions from people who are actively using the thing. I know that there's a lot in there which is probably kind of weird and cumbersome - if you've got suggestions, I'm all ears. :)

Anyway, enjoy!

Minsk - I'll try and take a look at some of the stuff you've been asking about this week.


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Mon Feb 06, 2012 4:51 am 
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Thanks for the new version xolotl, the "Script Editor" is very helpful ! :D
You clearly put some hard work into this, the editor feels well polished and smooth. Also, you provided all the informations needed to create something with your tool, pure awesomeness !

My observations for 0.8.0 (using the Win version, i have Win7 64Bit):
(i only used the Book I Map editor)

  • I see this message about a "hicolor" theme:
    Image
  • If you have "Warn when editing global maps" checked then the editor gets stuck once the message pops up, only workaround is to uncheck it.
  • While scrolling the map (right click with mouse) there is some distortion on the map, this was not the case with 0.7.5
  • The Preferences are not saved, dont know is this is a issue (if you change something you will have to change it again if you start the editor again).
  • Sometimes the "Select an Icon" window stays empty (you see nothing) and the only way to fix it is to restart the editor. This happens very often now (never happened with 0.7.5) and is my biggest problem at the moment with 0.8.0.
    Image

Some questions:
  • Is it possible to have line-breaks ?
    Like:
    Condition (Is this possible \n xolotl ?) (Yes) (No)

  • Is there nothing like:
    Code:
    gain_xp <xp>

    for Book I ?

  • Somewhere (Salted Coast) there was this fog, how can i get this effect ?
    Is it a "Skybox image" or a cloud "overlay" ?

  • You can select "Music1" and "Music2" or just one of them, will they just play randomly if you select more then one track ?


Last edited by Minsk on Mon Feb 06, 2012 4:10 pm, edited 11 times in total.

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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Mon Feb 06, 2012 6:56 am 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
Minsk wrote:
Three questions:
  • Is it possible to have line-breaks ?
    Like:
    Condition (Is this possible \n xolotl ?) (Yes) (No)

  • Is there nothing like:
    Code:
    gain_xp <xp>

    for Book I ?
    Is it impossible to add XP to the player in Book I ?
    Any possible workaround for it ?
    Maybe we need to use
    Code:
    quest <questnum> <state>
    to "complete" any quest and get some XP ?

This could work but could well be prone to causing problems completing the real quest which uses the relating <questnum>

  • Is it possible to hide and reveal a object, or spawn a object like a chest via script ?
    I see there is a
    Code:
    convert_tile <typenum>
    command but i dont understand it.

My initial response to this was no it's not possible but then half way though writing this reply I had a brainwave which I've just tested and it works.

Create the chest where and how you want it to appear then use a toggle_object command either in the script that takes you into the dungeon or on a hidden object 14 some where you would have no choice but to walk over it, this will "hide" the chest, then just use another toggle_object command to make it reappear when you want :D

the convert tile command is mainly used to convert a previously static object into say a container, in the original game this I think was only ever done in conjunction with a condition_spot (ie the rocks that contain gems in the bee cave) but could also be used with a cond_item to make something only work (or not work in the case of a trap) when in possesion of a particular object)


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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: Mon Feb 06, 2012 7:12 am 
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raverdave2k wrote:
This could work but could well be prone to causing problems completing the real quest which uses the relating <questnum>


It works yes, but a list with the quest nr. + the amount of xp you get would be great... :lol:

raverdave2k wrote:

My initial response to this was no it's not possible but then half way though writing this reply I had a brainwave which I've just tested and it works.

Create the chest where and how you want it to appear then use a toggle_object command either in the script that takes you into the dungeon or on a hidden object 14 some where you would have no choice but to walk over it, this will "hide" the chest, then just use another toggle_object command to make it reappear when you want :D

the convert tile command is mainly used to convert a previously static object into say a container, in the original game this I think was only ever done in conjunction with a condition_spot (ie the rocks that contain gems in the bee cave) but could also be used with a cond_item to make something only work (or not work in the case of a trap) when in possesion of a particular object)

[/quote]

Thanks for that !
But after reading this:
Quote:
toggle_obj <coords>
Toggle the existance of a given wall - This will work for basically any graphic. Note that objects currently toggled-off when you save the game don't get saved properly in the Book 1 savegame file; on the next load, the wall will be visible but your character will be able to walk through it.

I think its better not to use it because save and load will break it.


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Mon Feb 06, 2012 7:29 am 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
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Ah yes, I forgot about that :( still there is no such warning on the Book 2 page so hopefully the method will still be usefull.

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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: Mon Feb 06, 2012 12:30 pm 
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About a way to add XP in Book I:
You can use
Code:
quest 4 9
for example which will give you 150xp !

But if you use
Code:
quest 4 8
before and then later
Code:
quest 4 9
you will get the full "Quest Completed" message and get 300xp !

So it looks like if you put the quest state straight to 9 you will not get the full XP. What we would need would be a complete list with all Quest numbers + the xp you get when you set this quest to 9.
Example:
Code:
quest 1 = 150xp

Code:
quest 7 = 250xp

Code:
quest 29 = 2500xp


EDIT:
Oh, does anyone know the number needed to get this working ?
Code:
teach_skill (<name>) <skillnum>

What skill is what skillnum ?


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Mon Feb 06, 2012 5:36 pm 
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Minsk wrote:
Sometimes the "Select an Icon" window stays empty (you see nothing) and the only way to fix it is to restart the editor. This happens very often now (never happened with 0.7.5) and is my biggest problem at the moment with 0.8.0.

Ah, that does seem like a problem. I'm actually not able to reproduce this on my systems yet. Could you give me any more specifics about your machine? I don't suppose that when that happens you get any extra debugging info in your DOS window (in the same place that you saw that "hicolor" error, which probably isn't anything to worry about).

Quote:
While scrolling the map (right click with mouse) there is some distortion on the map, this was not the case with 0.7.5

Does the distortion at least go away once you're through scrolling? I had noticed the same thing but had hoped that it was just because I was running Windows inside a VM instead of on a real machine. I'll have to spend some time tracking this down. I had noticed it a couple years ago when I had tried to upgrade to some newer gtk+/PyGTK/whatever version, and at the time it was still reasonable to stick with the slightly older versions that I had been using. Two years later, though, and it only makes sense to use the newer stuff. I'll see what I can do.

Quote:
If you have "Warn when editing global maps" checked then the editor gets stuck once the message pops up, only workaround is to uncheck it.

Ah, and I'll get this taken care of as well.

Quote:
The Preferences are not saved, dont know is this is a issue (if you change something you will have to change it again if you start the editor again).

This sort of depends on what you consider a "preference." The only stuff that the editor really saves between runs is what's under File->Preferences, which isn't much. I've occasionally thought that I should have the program remember selected tools and graphics, etc, but then I often think that it might be better to have it reset to a "blank slate" instead...

Quote:
Is it possible to have line-breaks ?
Like:
Condition (Is this possible \n xolotl ?) (Yes) (No)

No idea, actually. I don't think I've seen any explicit linebreaks in the scripts that come with the game itself, so I'm afraid you'll have to just experiment, or cope with not having them available.

Quote:
Is there nothing like:
Code:
gain_xp <xp>

for Book I ?

And again here, I don't know. What I know about the scripting stuff comes from just digging around in the game files and savegames and whatnot, and if it didn't make it onto my scripting reference pages, then I didn't find it. :) Doesn't meant that there might not be something there, of course, but I'm not sure what it would be.

Quote:
Somewhere (Salted Coast) there was this fog, how can i get this effect? Is it a "Skybox image" or a cloud "overlay" ?

The fog effect is the "cloud overlay" - set that value to 1 instead of 0. I should do some digging eventually to find out if I can turn that into a checkbox, or if the possible values are more varied than that. The "Skybox Image" is what you see in the chasm area of grimmhold_maint.map, or the cliffs at the northern part of 51.map (Rotwood).

Quote:
You can select "Music1" and "Music2" or just one of them, will they just play randomly if you select more then one track ?

This is another one I'm honestly not sure about. In Book 2, you can specify a Day and Night music track, but I'm pretty sure when I was testing in Book 1 it didn't seem like that was the case. If you do figure it out, let me know. :)

Quote:
Oh, does anyone know the number needed to get this working ?
Code:
teach_skill (<name>) <skillnum>

What skill is what skillnum ?

Ah, yeah, I should probably have those documented on there. For now, I believe the numbers should match up with what's in this file: https://github.com/apocalyptech/eschalo ... sb1.py#L70

Those are written in hex, so 0x0A is 10, 0x0F is 15, 0x10 is 16, etc. I'll try and get the docs updated soonish.


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Mon Feb 06, 2012 7:38 pm 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
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xolotl wrote:
Minsk wrote:
Sometimes the "Select an Icon" window stays empty (you see nothing) and the only way to fix it is to restart the editor. This happens very often now (never happened with 0.7.5) and is my biggest problem at the moment with 0.8.0.

Ah, that does seem like a problem. I'm actually not able to reproduce this on my systems yet. Could you give me any more specifics about your machine? I don't suppose that when that happens you get any extra debugging info in your DOS window (in the same place that you saw that "hicolor" error, which probably isn't anything to worry about).


I'm getting the same problem on my Windows 7 32bit machine.
I actually had intermintent problems with this window on 0.7.5 although slightly different, I had quite a few occasions (for both Book I and II) where the icon window opened, all the icons displayed and they highlighted when I moused over them but I could not select one and I could not close the window, the only way around it was to kill the app from task manager.

There was nothing displayed in the dos window for either the old or new problems.

xolotl wrote:
Quote:
While scrolling the map (right click with mouse) there is some distortion on the map, this was not the case with 0.7.5

Does the distortion at least go away once you're through scrolling?

Yes as soon as you stop scrolling the map is displayed just fine.

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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Mon Feb 06, 2012 7:46 pm 
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raverdave2k wrote:
I'm getting the same problem on my Windows 7 32bit machine.

Okay, well the good news is that in the meantime, I have actually been able to reproduce this over on my VM, so I should be able to get it fixed. I'll see if that's something that I can get together tonight yet, though time will tell.

Edit: Aha, for now I actually do have a workaround - the problem seems to be related to actually closing the icon selection windows, as opposed to actually clicking on one of the available icons. As soon as you close one of the windows without clicking, you'll start encountering problems. So for now, just avoid doing that and I think you'll be okay. If you need to "zero out" an icon selection, just click randomly and then manually set its value to zero. I'm 99% sure that I'll be able to push out 0.8.1 later tonight, though, with a fix for that.


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Tue Feb 07, 2012 1:39 am 
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Okay, I've just put out a small 0.8.1 release of the Eschalon Utilities, at the usual spot: http://apocalyptech.com/eschalon/

This release just fixes a bug which will occur if you were to close an icon-selection popup, rather than clicking on any of the available icons. It's recommended that you upgrade from 0.8.0 even if you hadn't run into this yet.

That's pretty much it; there are a few other more minor known bugs with 0.8.x still which I hope to hammer out this week, but I believe it should be mostly good to go.


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Tue Feb 07, 2012 5:36 am 
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xolotl wrote:
Does the distortion at least go away once you're through scrolling?

Yes, not much of a problem.

Quote:
This sort of depends on what you consider a "preference." The only stuff that the editor really saves between runs is what's under File->Preferences, which isn't much. I've occasionally thought that I should have the program remember selected tools and graphics, etc, but then I often think that it might be better to have it reset to a "blank slate" instead...

I mean for example the zoom level you can set inside the preferences, it does not get saved or the directorys you can select (Eschalon folder).

Quote:
And again here, I don't know. What I know about the scripting stuff comes from just digging around in the game files and savegames and whatnot, and if it didn't make it onto my scripting reference pages, then I didn't find it. :) Doesn't meant that there might not be something there, of course, but I'm not sure what it would be.

Is it possible for me to digg around too ? :D
It would be cool if there would be a way to add XP to the player, maybe we could ask Basilisk Wrangler about this.
Is there a easy way to find out all the quest numbers + the XP they give if you set them straight to state 9 ?

Thanks for the new version xolotl !
I will try to create something as soon...
Most likely something for high level characters (after finishing the main quest) because of the problem with adding XP (balancing).


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 Post subject: Re: Savefile Character / Map Editor
PostPosted: Tue Feb 07, 2012 8:11 am 
Marshall

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Minsk wrote:
xolotl wrote:
Is it possible for me to digg around too ? :D
It would be cool if there would be a way to add XP to the player, maybe we could ask Basilisk Wrangler about this.
Is there a easy way to find out all the quest numbers + the XP they give if you set them straight to state 9 ?


At first I thought I had found just what we were after as a little examing of the exe revealed the command 'award_xp' unfortunately I just get a command not found error when I try and use this in a script :(

Failing at that hurdle I tried a little experiment to see what quests relate to what numbers, I did this on a new game and by setting each quest first to state 1 and then to state 9, this is what I have come up with this far.

Code:
Quest 1 = Find Madlock - 300 XP
Quest 2 = Recover your Amulet from the cemetary - 500 XP
Quest 3 = Take Amulet to Lilith = 400 XP
Quest 4 = Recover Mithril bar for Farwick = 300 XP
Quest 5 = Recover Secrets of Transfernce Book - 300 XP
Quest 6 = Release gate in Grimhold - 400 XP
Quest 7 = Kill Bee Queen - 500 XP
Quest 8 = Use your amulet to open your box in the repository - 500 XP

*Quest 9 = 'Locate a prize' that the Goblin Gruzz has told you about. Find the Goblin Obelisk in Crakamir, travel south until you see a tree with yellow leaves, then locate the dead tree nearby. The prize is hidden there. - 400 

Quest 10 =
Quest 11 = Recover Garrett's sextant - 300 XP
Quest 12 =
Quest 13 =
Quest 14 = Kill Salamanders in Leuriks basement.
Quest 15 =
Quest 16 =
Quest 17 = Register undername Foozgrumph at the Blackwater Inn - 150 XP
Quest 18 = Take potion to sick man in Salted Coast = 300 XP
Quest 19 = Take note to captin at Darkford - 400 XP
Quest 20 = Tell Erubor in Shadowmirk that the goblins are planning to attack - 2000 XP
Quest 21 = Find your brother in Vela - 1000 XP
Quest 22 = Recovering ring for Mary = 300 XP
Quest 23 = Open chest in abandoned house in Tangletree Forest - 200 XP
Quest 24 = Deliver crucible to the smith in Blackwater - 100 XP
Quest 25 = Take flash of pure water to the talking tree - 1000 XP
Quest 26 =
Quest 27 =
Quest 28 =
Quest 29 = Retieve goblin key from the Giant named Omar - 5000 XP
Quest 30 - 43 =

* Is this one (quest 9) used in the game? I thought the weapon Gruzz tells you about is in a chest inside the citadel?

All those with blank lines simple give a blank quest complete message and award 0 XP, all the others display quest complete as well as the description of the quest which made be of now use for custom quests, how ever if they are at different states first you are seem to be awarded half the quests XP and get no quest complete message, this would make them useable, however each quest can only be set to state 9 once so you would not be able to do the acutal quest related to that number if you used it for a custom quest.

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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: Tue Feb 07, 2012 8:17 am 
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Thanks for that raverdave2k ! :D

A quick question:
I have done a savegame-map, nothing changed or created in the schalon data folder. Now i want to play on this map with my current char so i just copy the .map and .ent file for the map i created into the old savegame and can now visit it with my char ?
I did this and was able to go inside the dungeon but then the game crashed (after i moved one square forward).
What didi do wrong ?


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