Not yet. I'm glad you accepted my offer. It's a matter of next two or three days. Will be beautiful, promise.
Does anyone know when t.py gets called in game? It looks like a Co8 script, seems to do a ton of things like populating Hommlet and making the townspeople go home at night. I am still looking for a script that gets run every time you load a game. If I can find it, then I can have different folders for Hommlet w/ castle and Hommlet without the castle, and have that script change the copy/replace the files that tell the game which folder (maps + sectoring) to load when entering Hommlet. I still have not figured out how to do scenery without crashing the game.
t.py is a custom script file by Sitra Achara. It has a lot of useful testing scripts - shortcut scripts for commonly used but normally long strings (like teleports), telport to specific NPC/scenario scripts, uber test party scripts, etc. I don't know that it''s ever called in-game, except for maybe some of Sitra's mods that were never finished or incorporated. I use it all the time for testing.
I dont think I can finish this with the castle. I cant get it in the game. I made this video to show off my design to some game companies (And I got interviewed at a couple major ones but nothing came of it). http://www.youtube.com/watch?v=nAAHcTtBDeY
Heh, we saw the video ages ago Pity you couldn't get the castle going - was it the sectoring? I honestly don't know how that can be done. Did you have any luck swapping the map jpgs?
I got the castle on the game map, but I did not try switching it in game. I figured that unless something was able to check if the castle should be there before it loads Hommlet (or a saved game in Hommlet before the zone loaded) it would be useless.
On another note, if anyone needs me to code/script things for their mods I will help as much as I can. Even though I was unable to fulfill my vision, I might as well use the coding skills I gained from this community to help this community.
Kewl Would you like to do one of the Caves of Chaos in KotB? I have an empty map that needs en-monstering...? :eyebrow:
I have to admit, that I have not played KotB all the way through. So if you can give me back-story, level range, and maps you will have yourself an undefeatble zone... unless you desire for the PC's to live from some reason.
Ho hum. :yawn: There's a reason the kids (under 40) complain I never leave anything for them to do on patrol... Which got me thinking. It would not be too difficult to create an encounter with a recruitable npc and a group of a different faction in a fight. That is, recruitable if the player party can keep them from being killed. In general, what is needed to create a random encounter? I had been thinking a new map, or new creatures, would be nice. But this uses existing resources and would be different from a regular random encounter mainly in needing dialog at the end.
Essentialy, to create a unique random encounter, you need to add something to the check_predetermined_encounter() script in data/scr/random_encounter.py. Details of what to do with it are here: http://www.co8.org/forum/showpost.php?p=15955&postcount=7
It doesn't look impossible. Assuming the enconter consists of two factions hostile to each other, but only one is hostile to you, would combat end if the faction that is hostile to you is elimanated? It seems like an interesting way to have an encounter, but I can't recall asnything in the game that is like that.