posted
Can I make my weapons bigger by making the bmp files bigger?
No. The weapon sizes are hard-coded into the WoS engine and can not be enlarged or shrunk even the slightest bit. The same goes for SpellEffects, Items, and all other equipments.
posted
Can I script things to happen during a fight/PK fight?
No. But, you can script monsters to help you during a fight:
FIGHT *, -<monsterIDofhelpingmonster> END
FIGHT * means that you will be fighting one monster from near where you are on the map.
the negative monster ID, for example -1 would make a monster ID 1 fight WITH you on your team.
OR, you could do something like this:
R15 @fight4 ;15 percent chance of going to @fight4 R25 @fight3 ;25 percent chance of going to @fight3 R50 @fight2 ;50 percent chance of going to @fight2 FIGHT *, -<monsterIDofhelpingmonster> END @fight2 FIGHT *,*, -<monsterIDofhelpingmonster> END @fight3 FIGHT *,*,*, -<monsterIDofhelpingmonster> END @fight4 FIGHT *,*,*,*, -<monsterIDofhelpingmonster> END
When you add more * thingys to the FIGHT command, it increases the number of monsters from the map that show up in the fight.
A very advanced version of this idea can be found here:
LINK BROKEN!!
In the download, look at QS2 for the advanced script.
posted
I tried all the tricks I have read hear so far and still my world map looks incrediblly blotchy and pixely for lack of better words can anyone give some other ways to perhaps go about correcting this?
If you want to see an example that I screen capped just IM me:
AOL: Mercer333 Y!: Jackson_Mercer I have other IMs too if need but these are the ones I perfer
oh yeah and email Ryan-jathael@hvc.rr.com
PS: Can one add new map icons I mean I added them physically but how can you set it up how to be able to choose them?
Thanks to Silver's kindness: Here are some examples
[ 06-18-2004, 11:17 AM: Message edited by: Ulfric ]
Posts: 14 | From: New York | Registered: May 2004
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Linking to a new map in your world works like this; 1) Open wos in world developer mode, to do this go to play a world off line and click on "Or create your own world." Most likely you already made a new world so you can just select it in the list then and click on "Modify selected world".
2) Select the map you want to link to. (If you enter the map then this is the link you'll go to.)
3) Open the link editor. (Click on Links in the world editor.)
4) Click somewhere on the map on the spot where you want to create a new link. (You can click on the mini map to move around on your map when the link editor is open.)
5) Select an image for your link and click on OK.
6) If you want you can fill in a background picture, add a link name or select a theme, wheather or fx condition. (That's not really important right now.) What matters is that you have at least 1 link on this map.
7) Make a note about the link ID your link is.
8) Hit "Save changes". (Pretty logical lol.)
9) Now select the map you want to add a link on.
10) Click on the V button right of where you see "to nowhere" and select "to link" here.
11) Enter a link number from step 7 right of that.
12) Select the map you want to link to.
13) Add everything from step 6 if you feel like it.
14) Hit "Save changes" again.
You now succesfully added a new link. If you enter normal play mode again then you will now be able to go to your new map. Usually it's recommend to repeat these steps on the map you linked too as well, so you can link back to your other map, else it will just be a 1 way route.
I hope this minor tutorial helped you out with the linking problem.
If you have trouble linking to a scene then just select "To scene" in step 10 and enter the scene ID in step 11. Once you added the stuff from step 6 and saved your changes you will then be able to visit a scene.
Question for Darangen about the arg.20 in monster.txt :
If you dont use the flag restricting the spells to the spells of its own element, the monsters can use the spells of any element but the first one (life in EG) and the elements that cannot be used by players (unless the monster has itself this element : chaos or life for exemple). Is that possible to make a death monster for instance use healing or chaos spells if i add their ID in the "use" list of the arg.20?
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I would like to script a scene to help me with developing my world. The idea would be to be abble to receive or have taken any item/spell/token in that scene, and to be abble to go any other scene from here. Of course this would just be a cheat for the world dev, protected by the STRCMP #<str.soul> command and prolly deleted when the world will be published. But here is my problem : how could I compute something like : if i say the ID of an item/token etc i receive this token. That's easy for a single entry : ASK / IF= Qgive^I20, @givei20 / @givei20 / GIVE I20 / END ; but what about : "if the host says 'give Inn', whatever nn is, give Inn" (I dont wanna have to add a label for ALL the items and tokens and spells of my world...
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Last question : Uncle Dan's quest language dictionary use the commands available in a64 : is there somewhere a list of the commands added since ?
posted
Is there a way to do the following things with spells?
Have a spell summon a monster, but destroy the actor who summoned it or reduce their hp without breaking the fight scene.
Have a spell increase in power the more times it is used in battle.
Have a spell increase in power the more times spells or hand have been used in a battle.
1 hit kill spells.
reduce remaining hp by a fraction spells.
Auto-rezurrect spells.
Need to use spell/hand/item "n" before a spell can be used.(i.e. a spell "charge")
I wanted to check because I want to use these kinds of spells in my world. Any of these that can't be done will go into development notes
-------------------- SoV: Exalted Devout Oracle | World Developer | The Black Guard Outside is just a prank older kids tell younger kids at Internet Camp Posts: 9479 | From: NY | Registered: Apr 2003
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You need to make a similar spell but with higher damage. I think you can figure out the rest yourself.
quote: 1 hit kill spells.
reduce remaining hp by a fraction spells.
Auto-rezurrect spells.
All impossible at the moment unless you go for an actor fight with a turn based system.
quote: Need to use spell/hand/item "n" before a spell can be used.(i.e. a spell "charge")
Can't be done either, however you could require a certain amount of hand training and then when somebody reached for example 9.950 in a hand give them a token. Just combine that token to the spell and then you have a similar effect. They wouldn't be able to use the spell until they have the token.
posted
Come to think of it, the charge thing might be able to be done with cookies.
I want to use the same spell but do more damage and be able to be used even after healing or another action.
~~~
To the development notes!
-------------------- SoV: Exalted Devout Oracle | World Developer | The Black Guard Outside is just a prank older kids tell younger kids at Internet Camp Posts: 9479 | From: NY | Registered: Apr 2003
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posted
I have some troubles with making healing monsters : I want them to use 1000 hp healing spells but they keep using + 500 hp ones (and that's not because they don't have enough mp). Could someone tell me how to make that?
posted
Mad you should make special monster spells that cost lesser MP to heal then normal human spells. Life monsters will prefer to use these spells above normal healing spells.
You can set several flags to accomplish this. More information about the flags can be found in spells.txt
If you still can't get it to work you might want to take a look at my spells in RoT, I used the same script to accomlish this.
posted
I don't think these are possible (yet or ever) but I'll ask anyway:
I'm trying to get a weapon to deal physical AND have a percent chance of putting a status effect on a monster but it just does the spell without attacking.
Is there a way to add resistances? Like say I have Fire Armor and have it reduce fire attacks by 5 percent or a certain amount of damage points.
I'm am stumped on this one. I'm trying to make an scene to where you cannot be holding a weapon to receive the quest item. Not just swords, or staves, etc. I mean all weapon types. Here is my script on it so far:
SCENE 14, "", SCENE, ???, 0,0
COMPARE #<num.timeHour>, "19" IF< @nothing COMPARE #<num.timeHour>, "20" IF> @nothing ACTOR 1, "???", "tedmisc", 2, 40, 90, 0 SEL 1 POSE 1, 2 WAIT 5.0 N: You see something N: Do you want to pick it up? ASK 60 IF YES, @pickup @cya N: You ignore it and continue your business. END @pickup IF equiped weapon, @cya1 HOST_GIVE I219 N: You picked up the strange object. MOVE 1,500,500,1 @nothing END
@cya1 N: You try to pick it up, but it is too heavy for you to lift. GOTO @cya
1) Not possible. Maybe sometime in the not-so-near future Dan will add a damage value that casts a "disease" and does HP damage, but until then no such luck.
2) Possible, but with side-effects. Find an argument called "element" and put in a number from 0-7. This will make the armour resistant to that element number. However, in your example the armour would be attuned to element "Fire" and to be more effective against fire, but less effective against water. If you do this with a weapon, it would do more damage to water than fire (as with spells).
3) A more sensible command would be IF EQUIP 1 (for example), but this is, as with question 1, still impossible.
If you want to suggest the impossible things above, try posting them here.
[EDIT]While I CAN answer these questions sensibly, that does NOT mean that I am a complete expert. I hope Silver can confirm my answer.[/EDIT]
[ 09-09-2004, 09:34 AM: Message edited by: Mysterious One ]
-------------------- Staring at a brick wall is like watching paint dry, only even more boring. Posts: 549 | From: the depths of time | Registered: May 2004
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-------------------- Staring at a brick wall is like watching paint dry, only even more boring. Posts: 549 | From: the depths of time | Registered: May 2004
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posted
As I am scripting what items/gold you get after the fights (in the FIGHT scene - and that's VERY boring, trust me), I'd like to know if there's a way to edit/delete the standard messages : You earned nothing from this battle / You earn 0 GP and N exp. points, etc. Anyone has an idea?
It's just the way WoS works, however you could ask for a map flag that disables the showing up of this message.
In that case you can set a map flag and if that map or scene has that specific map flag set then the reward message won't show up.
You should post in the WoS dev notes though. If you don't know what to post then just copy your post and this post there and Samsyn should get the general idea of what you want to achieve.
It'd be pretty cool if we could actually disable that.
posted
I've run into, yet, another stand still. Is there a flag that doesn't allow a character to gain experience points and GP but DOES allow the character to gain items. I know there is one that disallows all 3.
posted
Well in fact, you can set the flag "no xp/gp/items" and add this script to the fight scene :
FIGHT IF WIN @cmp END
@cmp COMPARE #<num.mapNum>, "NN" ; ie: the number of the map where the flag is set IF= @rewards END
@rewards IF Rnn @reward1 IF Rnn @reward2 IF Rnn @reward3 etc..
@reward1 (HOST_)GIVE Inn N: You found a %Inn END
@reward2 (HOST_)GIVE Inn N: You found a %Inn END
etc...
My prob is I skip a lot of fights and I always have the the message : "You earn nothing from this battle". That's not a major problem, although it hurts my aesthetical sense
posted
That's what I ended up doing, Mad, except i have items by monster. I posted to see if there was a FLAG that doesn't allow GP/XP but does allow items after battle. Oh well...
posted
Help I unzipped a world but now I only see a black screen and nothing else!
There are 2 options now (I'm using the world aerianell as an example world):
1) You unzipped it as c:\wos\worlds\aerianell\aerianell
You can fix that by copying everything in the 2nd folder to the first and then delete the then empty 2nd folder.
2) You unzipped the world without any sub folders like art, maps, monsters etc. In that case nothing will work either. To fix it you have to tell winzip to unzip it to extract it to c:\wos\worlds\aerianell. (in this case you should be able to make at least a new class though, but you still can't do anything else.)
posted
Can I make new spell FX? How about making the spells look different?
No, you cannot add new spell effects. However, you may create new spell "sparks." You do this by copying an effects##.bmp from the WoS\art folder to your WoS\worlds\<worldname>\art folder, then clearing out all the little squares (some of the effects are actually blank, but whatever.) and saving it as effects10.bmp.
Then, you can draw your own spell effects in, and resave it. To set a spell to use your new "sparks", open WoS, play in solo mode, click "...or create your own world", then select your world from the list in the dialog box that pops up (you may need to scroll down if you have a lot of worlds), and click the "Modify" button.
Then, in the world-editing dialog box, pull down the menu whose current entry is "quest.txt", and select "spells.txt". Press the "Edit" button to the right of the pull-down menu which now says "spells.txt". At this point, the spell/item/monster editor will pop up. I find it easiest to maximize the editor when I am using it.
Next, scroll down the list of spell names and ID's at the top-left. Find the spell you want to change, and select its corresponding number. Just to the left of the list you just looked at is a list of attribute names and values.
If you saved your new spell "sparks" in effects10.bmp, the first two numbers for the "row" argument will be 10. if you saved it in effects13.bmp, for example, the first two numbers would be 13. The last number for the "row" argument will be what row in that bitmap the "sparks" are. (The first row is 0, going up by one, until the last row, which is 9) So, if you wanted the first row, in effects10.bmp, you would set the "row" argument to "100". (no quotes in the actual spells.txt)
Set the "row" argument to the number you just determined, and you should see the new "sparks" for the spell bouncing around in the little box BETWEEN the area with the arguments and the list of spells at the top-left.
-------------------- Constantinople! We shall never forget your zany barge poles! Posts: 4232 | From: Gresham, OR | Registered: Nov 2003
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posted
How do I get a scene to pause if a player gains a level after a fight?
This feature (due to make its debut in PangeaUltima) is a handy trick as well as being nice and easy for budding scripters to learn.
The Idealogy - As I like to tinker with anything and everything within the WoS engine when scripting, I decided to interrupt here for various reasons.
The Facts - No matter what kind of SCENE a player camps, hunts or fights in, we scripters are given control of the scene until we choose to begin a FIGHT (or FIGHT2)event as well as immediately after the FIGHT ends. Because of this we can gauge a players level both before AND after any FIGHT event.
The Formula - NOTE:- This needs to be applied to every scene containing a FIGHT event!!!
The Custom Cookies- Only 2 needed. Values in ( ) #<LvBefore> - Players level before a fight. (0-100) #<LvlAfter> - Players level after a fight. (0-100)
Directly before a FIGHT event
code:
SET LvBefore , "#<num.hostLevel>" GOTO @fightytime ' send them off to FIGHT ' you can also use the FIGHT command with a 0.1 WAIT between SETting the cookie and the FIGHT END
Directly after a FIGHT event
code:
SET LvlAfter , "#<num.hostLevel" WAIT 0.1 COMPARE #<LvBefore>, "#<LvlAfter>" IF= @rollon WAIT 0.1 WAIT 20 ' 20 seconds can be changed to ' however long you wish to allow for ' a player to apply newly earned ability points. GOTO @rollon WAIT 0.1 END @rollon ' This is where you do whatever nasties you wish to the player. ' Make them fight or be real nasty and ' Take half their HP THEN make them fight ' ... do your worst!!
-------------------- Come ride with me through the veins of history, I'll show you how god falls asleep on the job. Posts: 5438 | Registered: Dec 2003
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posted
Crusard also forgot that there's no need to take the 100-99 DE-LEVEL into account, though a 99 re-leveling would run into the 20 second wait in my quick-fix. Not hard to press exit though.
A couple of questions regarding that "time efficient" version of yours if I may Crusard..
Any reason for using 20 ability points instead of ten for the difference between #<oldpoints> and #<newpoints> ?
If you want to make that script truly time efficient why not use a 0.1 WAIT as opposed to a whole second?
P.S. I'm not asking to sound picky or anything, I'm genuinely curious, as I know that all we scripters, programmers, hackers, whatever have a method to our madness.
-------------------- Come ride with me through the veins of history, I'll show you how god falls asleep on the job. Posts: 5438 | Registered: Dec 2003
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posted
Q: I'm making a world and sometimes my buttons turn green. They reappear intermittently but are not consistently displayed. What could be causing this?
A: Well of Souls must change directories if all of your art is not in one folder. Since it looks in the WoS\Worlds\World\Art folder first by default before checking WoS\Art, there can be delays between that directory change that prevent the game from reading a button. When this happens, a green square is displayed. To correct the problem, copy your art folder to your desktop. Then copy the WoS\Art folder to your world. Then cut your Art folder from your desktop and paste it into your world. It will replace the default graphics with your own, but will use any of the standard buttons or art as well.
posted
Hey! All my actors bob around in my scenes! How do I fix it?
STEP ONE: Open the skin file that you wish to make non-bobbing.
STEP TWO: Zoom in very close to the top-left corner. Notice how one pixel is the same color as the background of the skin. This pixel sets the background color for the WHOLE skin!
STEP THREE: Make the pixel immediately to the right of the background-color pixel ALSO the background color. This will make your skins hold still in a scene.
-------------------- Constantinople! We shall never forget your zany barge poles! Posts: 4232 | From: Gresham, OR | Registered: Nov 2003
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posted
Yes, sometimes you make an error typing in the name of an actor's skin, which causes it to use the first skin it finds in the default folder, I think. That skin turns out to be the Bone Ghoul or whatever it's called.
-------------------- Constantinople! We shall never forget your zany barge poles! Posts: 4232 | From: Gresham, OR | Registered: Nov 2003
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posted
Actually, it's the skin josh11, the Ghoul, delete that and the original skin and the actor vanishes. It won't use any other skin, it'll just vanish.
-------------------- Staring at a brick wall is like watching paint dry, only even more boring. Posts: 549 | From: the depths of time | Registered: May 2004
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posted
What if I want to use a different file format than .txt for my scripts?
You can. All you have to do is open notepad, open the script you want to change to a different format (or you can type a new one) Click the "File" menu, move the cursor down to "Save As..." and click it. Then, you will see a dialog box asking you where to save it, and what to call it. Just below the input area for the name of the file is a pull-down box for the file format. Pull it down. Select "All files". Type in the name of your file, and the file extension you want it to have. (You should check to make sure the file extension you want to use is not used for anything else first) Then press "Save" or hit <Enter> on the keyboard.
When I try to open my new script file, it asks me what to open it with. How do I make it always open in notepad/wordpad?
This is a little more complicated. I will answer this for XP only, because I don't remember the exact things on '98.
First, open explorer.exe. You can do this by double clicking the "My Computer" icon on your desktop (Assuming you have it there. You should press "Start" and select My Computer if you do not, and are using Windows XP) Then, go to Tools>Folder Options. Select the tab that says "File Types".
It will then find all the file types on your computer. Then, press the key that corresponds with the first letter that you used in the file extension for your script. (If the first letter was "a", you would press "a" on the keyboard). Now, scroll down until you are through that section. (If it was "a" you would scroll until the last "a"-beginning file type) If you did not see your extension in use, press the "New" button. Type in the file extension you used for your script earlier (let's say it was ".arm", which is NOT in use on most computers) and press "OK". !DO NOT PRESS "Advanced" and fiddle with that! Now, selecting your new file type from the list (.ARM for example) press "Advanced" button, just below the "Delete" button.
This window will probably look just a little scary at first. At the top, there is an image of a "file" icon. Next to that, is a text box. In the text box, type "WoS Script File" without the quotes. That will make "WoS Script File" appear where "Text Document" does for .txt files. Do not close this dialog box yet. Next, we have to specify what it opens with. That is done with the "Actions:" list. Press the button "New" on the right of the "Actions" list.
In the "Action:" input box, type "open" without the quotes. Next, press the "Browse" button. Browse to C:\WINNT\ and find "notepad.exe". (if you want it to use WordPad, you can find that instead of notepad.) Press the "Open" button. Press the "OK" button.
Press the "OK" button. Press the "Close" button. You have now successfully created a new filetype, and specified what it opens with.