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I'm not sure if this is what you meant you tried. Why not make two globals, gb_drop_here_x and gb_drop_here_y and set them equal to &&player;(x)+1 and &&player;(y)+1, respectively. Then use npc control with custom coordinates clicking the arrow to the right of each textbox and selecting the globals.
I was thinking about what you could do for this when you first posted the thread. I thought, I came up with a type of solution. When I logged on that day I read you already thought of the same slipped bottle idea yourself. Oh, well. It proves great minds think alike.
------------------ Insert profound thought or clever witticism here
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Originally posted by Codewizard: Why not make two globals, gb_drop_here_x and gb_drop_here_y and set them equal to &&player;(x)+1 and &&player;(y)+1, respectively. Then use npc control with custom coordinates clicking the arrow to the right of each textbox and selecting the globals.
The problem I'm having here is that npc control does not have the little arrows to the right which would allow me to set the coordinates to the value of a global. It only allows for "hard" numbers. Typing in the global address results in an error message.
Originally posted by Codewizard: I was thinking about what you could do for this when you first posted the thread. I thought, I came up with a type of solution. When I logged on that day I read you already thought of the same slipped bottle idea yourself. Oh, well. It proves great minds think alike.
Great minds have yet to come up with a workable solution to this. I am afraid I'll have to scrap this idea. It is not very important to the story and I will find another way to get the player to the locations to which his drinking experiment would have taken him.
------------------ My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad. The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages. Find those areas you missed the first time around. Have you been everywhere?
So why not place an NPC under "use" in the first bottle? So when he "uses" it, he drops it at &&Actual;_X and &&Actual;_Y. But it's not an item that he drops, but an NPC bottle.
------------------ -- Debra Danillitphil Productions
Originally posted by Debra: **So why not place an NPC under "use" in the first bottle? So when he "uses" it, he drops it at &&Actual;_X and &&Actual;_Y. But it's not an item that he drops, but an NPC bottle. **
Because the player and an NPC cannot occupy the same movement tile. Placing an NPC requires me to know where the player is when he decides to try this. Globals can read player location, but global results cannot be entered into NPC controls. Thanks anyway, but I'm taking a different tack. I've come to the conclusion that what I wanted to do originally just isn't going to work. :frown:
Um, no the &&Player;_X and &&Player;_Y is where the Player is. If you use &&Actual;_X and &&Actual;_Y, it'll drop where the item was, or near it. No? And then he picks it up again.
I just tried this and it works just fine.
In the bottle #1 item, under "Use," create the event. NPC control. At &&Actual;_X and &&Actual;_Y. The Player closes the itinerary screen and there's the NPC nearly on top of him. The Player makes contact, the dialogue comes up and do your thing, RD!!!!
Originally posted by Debra: **Um, no the &&Player;_X and &&Player;_Y is where the Player is. If you use &&Actual;_X and &&Actual;_Y, it'll drop where the item was, or near it. No? And then he picks it up again.
In the bottle #1 item, under "Use," create the event. NPC control. At &&Actual;_X and &&Actual;_Y. The Player closes the itinerary screen and there's the NPC nearly on top of him. The Player makes contact, the dialogue comes up and do your thing, RD!!!! **
Let's see if we're on the same wavelength. My problems started from having an item in the inventory list which called for a teleportation before the list could close. I got around that by having the hero let the item slip from his hands. He then picks it up from the map and a teleportation is called. This still has a bug lurking within. The dropped item often lands at the feet of the hero on the same movement tile. You seem to be saying that I should also drop this second item to be replaced as an NPC. This whole scene got too complicated for further attempts.
I sincerely appreciate your efforts and those of others. I have now done a minor re-write which has the hero "find" the brew bottles already on a map. When he picks them up, he has the choice of drinking them or not. If he takes the drink, everything happens as it should. If he doesn't, nothing happens (as it should.) I am now putting this to rest, as I have a pair of events which do what I need them to do. They might not add to the plot in exactly the same way I originally envisioned, but I can accept the result. Thanks again, ~RD
Let's see if we're on the same wavelength. My problems started from having an item in the inventory list which called for a teleportation before the list could close.
Yes. You had an item that under "use" had the teleportation event. No good because you couldn't close the screen. Crash city.
I got around that by having the hero let the item slip from his hands. He then picks it up from the map and a teleportation is called.This still has a bug lurking within.
Yes, it would still have the bug because it's the same item.
The dropped item often lands at the feet of the hero on the same movement tile. You seem to be saying that I should also drop this second item to be replaced as an NPC. This whole scene got too complicated for further attempts.
Not quite. When the Player "uses" the item, it "slips" from his hands. He closes the inventory screen, and there's another bottle that's really a passive NPC. You do not drop a second item.
Create an item, bottle #1. Under "use" have an NPC control. The passive NPC is bottle #2. Land it at &&Actual;_X and &&Actual;_Y. The Player closes the inventory screen and bottle #2 is at his feet.
The Player makes contact with bottle #2 NPC.
In the bottle #2 NPC, under Player Contact, have your sequence of events: Dialogue: Rats, I dropped it. Humm, should I drink this or not? Dialogue answer #1: Yes. Dialogue answer #2: No.
If dialogue answer is #1, Delete the bottle #2 NPC by NPC control, then teleport. If dialogue answer is #2, Delete the bottle #2 NPC by NPC control, then item wizard add item bottle #1 into the Player's inventory.
I did try this and it did work. I got as far as the dialogue, but not the teleport.
Originally posted by Rubber Ducky: **The problem I'm having here is that npc control does not have the little arrows to the right which would allow me to set the coordinates to the value of a global. It only allows for "hard" numbers. Typing in the global address results in an error message.
**
That's funny. Mine has the little arrows and fills in the globals. I took a screenshot to show you. Then I read the UBB rules and I can't post it because I do not have a webpage to put it up on first. I could e-mail it if anyone wants to see it bad enough.
Originally posted by Codewizard: **That's funny. Mine has the little arrows and fills in the globals. I took a screenshot to show you. Then I read the UBB rules and I can't post it because I do not have a webpage to put it up on first. I could e-mail it if anyone wants to see it bad enough. **
My NPC control editor looks like this:
And the only options I have are:
I would be very interested to see your screenshot. My e-mail address is above this post.
Geez, RD, no wonder you're frustrated! Here's my NPC layout: (url="http://"http://www.fa.mtu.edu/~dlbruch/NPC1.gif")http://www.fa.mtu.ed...lbruch/NPC1.gif(/url) (url="http://"http://www.fa.mtu.edu/~dlbruch/NPC2.gif")http://www.fa.mtu.ed...lbruch/NPC2.gif(/url) (url="http://"http://www.fa.mtu.edu/~dlbruch/NPC3.gif")http://www.fa.mtu.ed...lbruch/NPC3.gif(/url) (url="http://"http://www.fa.mtu.edu/~dlbruch/NPC4.gif")http://www.fa.mtu.ed...lbruch/NPC4.gif(/url)
The only thing that I can think of is that Mr. Durham announced that for anyone who is having problems with using a registered version of Coldstone, but that a message pops up that it's unregistered, to e-mail him to get another version of Coldstone.
(This message has been edited by Debra (edited 06-11-2003).)
I should have posted a new reply instead of editing my old one.
Originally posted by Debra: Geez, RD, no wonder you're frustrated! Here's my NPC layout: ~snip~
WOW! No wonder we have been talking at cross-purposes. I'm wondering if this feature is available only in OS X, as I am running OS 9.2. I have not had any messages about this being an unregistered version.
Heartfelt thanks go to both Debra and Codewizard for shedding the ray of light on my problem. These two ladies have stuck with me to get to the root of the trouble. I sincerely appreciate your help. ~RD
I'm also on 9.2 on my office computer. I just now checked my laptop where my game is actually located, and it's the same thing on my OS 8.6. I suggest that you contact Mr. Dunham. I did this, and it's the only thing I can think of that's different.
posted 02-26-2003 12:47 PM
Hello- Anyone having a problem with being notified their game was created using an unregistered version of Coldstone when compiling with a registered version, please contact me at Help@AmbrosiaSW.com.
Thank you.
------------------ David Dunham / tech support / Ambrosia Software, Inc.
(edit) RD, you might try just typing in &&ActualX; and &&ActualY; into the coordinates?
Originally posted by Debra: **(edit) RD, you might try just typing in &&ActualX; and &&ActualY; into the coordinates? **
I had done that over a week ago and came up with an error message that said coordinates must be entered as greater than zero! My NPC editor will accept nothing but actual numbers. :frown: There seems to be a version of Coldstone which has not been announced as such or made widely available. Thanks again, Debra. ~RD
Originally posted by Rubber Ducky: WOW! No wonder we have been talking at cross-purposes. I'm wondering if this feature is available only in OS X, as I am running OS 9.2. I have not had any messages about this being an unregistered version.
For what it's worth, I just fired up the Classic version of the Coldstone app on my computer. Even as an "unregistered" version (apparently I haven't ever entered the reg code in Classic), its NPC Control event action has the full dropdown menu like Debra's screenshots show.
The application identifies itself in the Finder as Coldstone 1.0.1, last modified 6/4/02. Though I have been a Coldstone beta tester, to the best of my recollection I'm currently running the latest public release, and not any semi-secret updated version.
------------------ 'You can either be on the stage, just a performer, just going through the lines...or you can be outside it, and know how the script works, where the scenery hangs, and where the trapdoors are. Isn't that better?' -- T. Pratchett
(This message has been edited by Glenn (edited 06-11-2003).)
Originally posted by Glenn: **I just fired up the Classic version of the Coldstone app on my computer. . . The application identifies itself in the Finder as Coldstone 1.0.1, last modified 6/4/02. **
I can do nothing but hang my head in shame. I took my Coldstone off the CD I received in February or March of this year thinking for sure that it would be the latest version. It turns out that I have been using version 1.0 this whole time. Thanks to David Dunham, I now have the latest installed (which he calls v. 1.0.2) which is 1.0.1 with the bug fix for "unregistered game" message. Thank you all who helped resolve this. ~RD
Whaahahahaha!!!!!
At least you were duck enough to admit to it, Ducky!!! I'm very glad that now you have the latest version.
I'll be interested in your final solution to the bottle bit. To drink or not to drink ..... How it goes, you know.
Take care,
Good luck, RD. That should make life easier. Now we learned not to trust our CD-ROM's. Yes, my screen looks like Debra's and I have the version Glenn said with the same date. I run OS 9.0. I had OS 9.1, but a few weeks ago my computer got ferbollexed up on me and I had to re-install from my discs. I don't remember ever writing to Mr. Dunham. I downloaded Coldstone and Pillars of Garendall last June. I registered when I got the codes. Then the disc came and since I already had it on my hard disk, I decide to just keep the disc in a safe place in case anything happened that I ever needed to load the program on again. Curiously, I am still waiting for the POG CD-ROM.
(This message has been edited by Codewizard (edited 06-12-2003).)