Search found 308 matches
- Wed Apr 27, 2022 7:59 pm
- Forum: Exult Discussion
- Topic: My tutorial series for Exult modding
- Replies: 3
- Views: 9180
Re: My tutorial series for Exult modding
I think it's great. Although I've been modding Serpent Isle for some time now there's still a bunch of things I did not know. I never realized 255, 255 for offsets meant do not show for example...
- Tue Apr 19, 2022 3:49 pm
- Forum: Exult Discussion
- Topic: Combat mechanics / stats
- Replies: 7
- Views: 5717
Re: Combat mechanics / stats
That writeup is great. It answers so many questions. Thanks a bunch!
- Tue Feb 22, 2022 9:09 pm
- Forum: Exult Discussion
- Topic: Animal behaviour
- Replies: 5
- Views: 4677
Re: Animal behaviour
Gotcha is correct with the schedules and alignment with how they work from a monster/egg. If you're doing it from a usecode perspective the same logic is used but you would trigger the switch to combat and an evil alignment in a conversation block or other triggering condition, such as a usecode egg...
- Thu Feb 17, 2022 10:40 pm
- Forum: Exult Discussion
- Topic: Combat mechanics / stats
- Replies: 7
- Views: 5717
Re: Combat mechanics / stats
Glad I'm not the only one who wasn't able to find information about this. Sometimes I feel like you search for awhile and finally ask the question and someone pops and you just feel like "how could I have missed that!?". Which I'm sad to say is me far too often...
- Thu Feb 17, 2022 1:21 pm
- Forum: Exult Discussion
- Topic: Combat mechanics / stats
- Replies: 7
- Views: 5717
Re: Combat mechanics / stats
Thanks, that gives me some idea. Any idea how weapon damage and armor come into play, in any form?
Also nice to see you active again.
Also nice to see you active again.
- Wed Jan 19, 2022 5:03 pm
- Forum: Exult Discussion
- Topic: Combat mechanics / stats
- Replies: 7
- Views: 5717
Combat mechanics / stats
Does anyone know of a website or link that explains how the combat mechanics and stats work in Ultima7? I've tried searching the forums, the ultimacodex wiki, and a few other places but I am not having much luck. I figure this must exist somewhere given the age of the game but for some reason I am h...
- Wed Jan 05, 2022 1:42 pm
- Forum: Exult Discussion
- Topic: Maximum Number of NPC
- Replies: 3
- Views: 2750
Re: Maximum Number of NPC
Perhaps that is what I am remembering. Wasn't the ranger that allows entrance into the Furnace one of these as well? The method I've been using for some egg spawns are like this. I spawn via egg and set the usecode function on that spawned object which has the usecode for whatever they need to do/ta...
- Mon Jan 03, 2022 9:13 pm
- Forum: Exult Discussion
- Topic: Maximum Number of NPC
- Replies: 3
- Views: 2750
Re: Maximum Number of NPC
It would seem I am not remembering correctly about a limit then... that could explain why I could not find any references to it. I will putt in a bug on the github for it. Trying to get better at using the various/proper channels for these things. I didn't realize there was an irc channel for Exult....
- Thu Dec 30, 2021 1:17 am
- Forum: Exult Discussion
- Topic: Maximum Number of NPC
- Replies: 3
- Views: 2750
Maximum Number of NPC
I may not be remembering correctly, but I seem to recall there being a limit to the number of NPC's that can be created but I am having difficulty finding a reference to it. I think there is a limit as I have likely run into it as I am up to NPC 355 and when I try to create a new one it looks like i...
- Thu Dec 30, 2021 1:08 am
- Forum: Exult Discussion
- Topic: NPC Flags - Can teleport
- Replies: 13
- Views: 7309
Re: NPC Flags - Can teleport
I'm happy to hear someone is interested in the sequel! Despite many of locations and coding done there is still a lot to do so is unfortunately quite a way off. I've changed my approach to making it and making a lot more notes/documentation which I think will ultimately result in a more cohesive exp...
- Sat Dec 04, 2021 5:13 pm
- Forum: Exult Discussion
- Topic: NPC Flags - Can teleport
- Replies: 13
- Views: 7309
Re: NPC Flags - Can teleport
I'm very thankful there are people who will take the time to improve and fix these things. I wish there was a bit more documentation about some of the things available in usecode/editor though (possibly I just don't know where to look either...) like what events did, etc. Still have no idea what eve...
- Fri Dec 03, 2021 6:52 pm
- Forum: Exult Discussion
- Topic: NPC Flags - Can teleport
- Replies: 13
- Views: 7309
Re: NPC Flags - Can teleport
Looks like it worked. After doing the below steps it worked and I can stop every new monster from being able to teleport. Thanks for your and everyone else assistance with this.
The error messages appeared in stderr rather than studio_err as well incase anyone else runs into this.
The error messages appeared in stderr rather than studio_err as well incase anyone else runs into this.
- Fri Dec 03, 2021 6:24 pm
- Forum: Exult Discussion
- Topic: NPC Flags - Can teleport
- Replies: 13
- Views: 7309
Re: NPC Flags - Can teleport
I'll give this a try and see if I can fix/recreate it using the latest versions. You are correct I'm trying this in Glimmerscape2.
Thanks
Thanks
- Thu Nov 25, 2021 1:01 pm
- Forum: Exult Discussion
- Topic: ES - Frame names
- Replies: 8
- Views: 4273
Re: ES - Frame names
That's great! I will give it a try. Looking at the Github link it sounds like this may fix the other objects that did not save as well, like obj paper doll.
Appreciate the effort you all put into this.
Appreciate the effort you all put into this.
- Tue Nov 23, 2021 10:23 pm
- Forum: Exult Discussion
- Topic: NPC Flags - Can teleport
- Replies: 13
- Views: 7309
Re: NPC Flags - Can teleport
Alas, no luck. NPC Flag "Can teleport" remains checked after fixing old shape info and unchecking the NPC flag for the teleport.
- Sat Nov 20, 2021 4:42 pm
- Forum: Exult Discussion
- Topic: ES - Frame names
- Replies: 8
- Views: 4273
Re: ES - Frame names
The "Frame Names" option allows a single shape to have different names based on the current frame. I use it to group together quest items into one shape number and apply different names to each frame to avoid having to create 2-4 separate shapes. It may have other uses but for me it's more...
- Mon Nov 08, 2021 9:53 pm
- Forum: Exult Discussion
- Topic: ES - Frame names
- Replies: 8
- Views: 4273
Re: ES - Frame names
As I keep working on this it seems to be various shape information that does not save but I have not been able to identify each of them. Trying to make new objects with "Obj Paperdoll" always does not save after further testing. I've downgraded to 1.6 and that seems to fix the ones for fra...
- Fri Nov 05, 2021 4:31 pm
- Forum: Exult Discussion
- Topic: ES - Frame names
- Replies: 8
- Views: 4273
Re: ES - Frame names
Thanks Dominus. My other thread about the teleport issues as well seems to be back. I'm not really sure what is going on as I cannot seem to find any consistency with these shape issues. Some other shapes now do not want to accept that a monster cannot teleport. It's completely possible this is on m...
- Sun Oct 24, 2021 8:03 pm
- Forum: Exult Discussion
- Topic: ES - Frame names
- Replies: 8
- Views: 4273
ES - Frame names
Similar to my other thread regarding the NPC flags, I'm running into an issue that is the same general behaviour but with the Extra flags "Frame names" in Exult Studio. I can set the frame names, set values, save but if I close out and relaunch Exult/ES and look at my shape the "Frame...
- Fri Oct 22, 2021 5:32 pm
- Forum: Exult Discussion
- Topic: NPC Flags - Can teleport
- Replies: 13
- Views: 7309
Re: NPC Flags - Can teleport
I decided to give it a try with the 1.7 update since I was 2 major releases behind to see if the issue remained and it did not, so I am going to assume it was a bug in an earlier version that has been fixed as the issue no longer remains.
- Fri Oct 22, 2021 3:48 pm
- Forum: Exult Discussion
- Topic: NPC Flags - Can teleport
- Replies: 13
- Views: 7309
NPC Flags - Can teleport
Been awhile since I've posted but as of late I've been back into doing some building of Glimmerscape2. I've been creating some new NPC shapes but have noticed some strange behaviour with the Exult Studio that I'm not sure if it is intended or not. The situation is on some of the new NPC shapes I cre...
- Mon Apr 20, 2020 6:07 pm
- Forum: Exult Discussion
- Topic: New version 1.6 released
- Replies: 22
- Views: 18956
Re: Exult v1.6 released
I didn't expect to see a new release but haven't been following too closely. Thanks for keeping this alive!
Hopefully my spaghetti code in Glimmerscape won't be broken now
Hopefully my spaghetti code in Glimmerscape won't be broken now
- Tue Apr 30, 2019 10:30 pm
- Forum: Exult Discussion
- Topic: Exult Studio and Gimp
- Replies: 6
- Views: 2928
Re: Exult Studio and Gimp
Thanks for posting what you did to fix it and not "nm fixed it" and nothing else. I'm sure we've all run across that before elsewhere!
- Thu Mar 14, 2019 8:17 pm
- Forum: Exult Discussion
- Topic: Movement and animation issues
- Replies: 28
- Views: 7940
Re: Movement and animation issues
I want to use this thread to toss in my appreciation for all the help and effort of everyone involved.
Clearly, to solve the issue of a dwindling fan base is a deluge of custom mods to bring in fresh blood!
Clearly, to solve the issue of a dwindling fan base is a deluge of custom mods to bring in fresh blood!
- Thu Feb 14, 2019 9:15 pm
- Forum: Exult Discussion
- Topic: call Guards function in BG
- Replies: 22
- Views: 6638
Re: call Guards function in BG
That's strange. I will have to retest but I could have sworn in my original mod if I attacked a friendly NPC near where Fawn used to be the Fawn guards came and arrested me, despite no NPC's with the Fawn guard shape in the area. I may not be remembering accurately though as it's been awhile. I will...
- Wed Feb 13, 2019 9:59 pm
- Forum: Exult Discussion
- Topic: call Guards function in BG
- Replies: 22
- Views: 6638
Re: call Guards function in BG
Ah thanks, I was wondering since I've never found a way to disable the guard call in my mod if you happen to attach a friendly in the location that used to be a city, it calls the original SI guards. For me, it would be nice to disable that altogether. That was different than what agentorangeguy was...
- Tue Feb 12, 2019 7:11 pm
- Forum: Exult Discussion
- Topic: call Guards function in BG
- Replies: 22
- Views: 6638
Re: call Guards function in BG
If I'm understanding correctly, there are the intrinsics used for calling the guards, but the engine itself is is triggering the the intrinsic calls and are hard coded?
- Mon Feb 11, 2019 6:01 pm
- Forum: Exult Discussion
- Topic: call Guards function in BG
- Replies: 22
- Views: 6638
Re: call Guards function in BG
When you say the guards are build into Exult, is that for both BG and SI? You mention specific guards are via usecode in SI, but is the rest of that via Exult itself? Ie, type of guard is the usecode but guards/arrest is Exult?
- Fri Feb 08, 2019 12:17 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
I tried putting the event on the usecode of an NPC as well thinking maybe it would make a difference. It did not. An else statement of that clause didn't trigger as well, so I guess an event like that doesn't trigger at all on an NPC.
- Thu Feb 07, 2019 4:40 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
I've been testing it in combat and seeing the red outline on the NPC so I've been landing hits so unfortunately it doesn't seem to be that either.
Even using god mode enabled and killing the NPC so I know the hits are dealing damage and no log entries
Even using god mode enabled and killing the NPC so I know the hits are dealing damage and no log entries
- Thu Feb 07, 2019 4:32 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
Good old hack-and-slash. If this ever works with that I may branch out to that but for now I'm just trying to start with the basics.
- Thu Feb 07, 2019 2:11 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
That's correct, the events I've used (DOUBLECLICK, READIED, UNREADIED) are good and I can trigger. WEAPON I can never get to trigger.
- Thu Feb 07, 2019 1:23 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
I did have Usecode event checked.
Unchecking it does disable the log entries, with the exception of DOUBLECLICK. That box seems to set the usecode events to true/false in shape_info, 1 (checked) and 0 (unchecked), so it seems to make sense that it wouldn't log when unchecked.
Unchecking it does disable the log entries, with the exception of DOUBLECLICK. That box seems to set the usecode events to true/false in shape_info, 1 (checked) and 0 (unchecked), so it seems to make sense that it wouldn't log when unchecked.
- Thu Feb 07, 2019 12:56 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
That's strange READIED and UNREADIED didn't log for you KC. I tried that myself and it logged without issue. void weaponTest shape#(1493)() { if(event == DOUBLECLICK) { UI_error_message("Double clicked on weapon."); } else if (event == WEAPON) { var temp = UI_click_on_item(); UI_error_mess...
- Thu Feb 07, 2019 12:53 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
It also seems that event == DOUBLECLICK does not the require Usecode event flag to trigger.
- Thu Feb 07, 2019 12:50 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
Checking the flag box for "Usecode event" seems to modify the shape_info.txt in my patch folder. If it's checked it puts the shape as 1, and if unchecked it sets it as 0. This is under the header %%section usecode_events. In my case, the entry is :1493/0 - When Usecode event is unchecked :...
- Thu Feb 07, 2019 12:32 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
KC, it sounds like you tried a test using READIED and UNREADIED? I tried it with my weaponTest and it logged into stdout for those events. As to the conversation about the shapes file, I'm at a bit of a loss as to what this conversation means. Sounds like the shape_info is defining what shapes can t...
- Wed Feb 06, 2019 5:55 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
In that particular example it was quality, but the result is the same if it's quality flags.
Switched it back to quality flags to the same result though.
Switched it back to quality flags to the same result though.
- Wed Feb 06, 2019 5:19 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
Thanks for the info about the [ code ]. The AVATAR.say I'm using just shows the Avatar's face and says something. I'm only using it to see if the usecode is triggering or not. I tend to use it a lot when trying to get something to work in game because it's a very obvious way to show something was tr...
- Wed Feb 06, 2019 3:40 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
I think that snippet you posted KC is the same thing that I ended up finding in one of the other mods, which is how I found the event == WEAPON, and the event value of 4. My function number is the same as the shape number. In my tests my "else" statement is being matched when readied, unre...
- Wed Feb 06, 2019 1:47 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
Found an UC export KC had sent me awhile ago, it does seem to use these event == WEAPON statements to do things for things like the fishing rod, hitting Draygan with the sleep arrow and Rudyom's wand but I must be missing something as I can't seem to get event == WEAPON to ever trigger.
- Wed Feb 06, 2019 1:25 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
I did now! I checked a few weapons, hoe of destruction, death scythe, poison dagger and magebane. Though, when I decided to try and test it, it seems that setting it to a usecode doesn't save it to anything. If I change it to a usecode and set it to anything, apply and exit the shape it returns the ...
- Wed Feb 06, 2019 12:44 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Re: Usecode on weapons
Good idea with the black sword, though looking at it in the editor it doesn't seem to use Usecode option on the weapon tab.
- Tue Feb 05, 2019 6:32 pm
- Forum: Exult Discussion
- Topic: Usecode on weapons
- Replies: 37
- Views: 13197
Usecode on weapons
I've noticed that on weapons there is an option to apply usecode to it. Does anyone have any information about how this works? is it used when the weapon swings/fires, equipped, etc? The reason I'm asking is I would like to have random weapon hits perform an additional function. For example, for eve...
- Thu Jan 17, 2019 11:53 pm
- Forum: Exult Discussion
- Topic: dominus at users dot sourceforge dot net
- Replies: 25
- Views: 7405
Re: dominus at users dot sourceforge dot net
May also make an appearance in Glimmerscape2 though I'm not sure as what yet...
- Wed Jan 02, 2019 9:25 pm
- Forum: Exult Discussion
- Topic: Usecode quality book list for Black Gate?
- Replies: 24
- Views: 5033
Re: Usecode quality book list for Black Gate?
Although of no use to me, I want to add that is awesome you did that Gotcha!
- Fri Dec 28, 2018 10:27 pm
- Forum: Exult Discussion
- Topic: Sound Effects List?
- Replies: 5
- Views: 1419
Re: Sound Effects List?
Sent it to your gmail.
- Fri Dec 28, 2018 8:37 pm
- Forum: Exult Discussion
- Topic: Sound Effects List?
- Replies: 5
- Views: 1419
Re: Sound Effects List?
Wish I had known about this list as years ago I went through and tested every sound for SI. I used a bunch of different descriptions than the file though as it was more so what I "thought" they were. If you want a copy of my file that has the sound and music I can email it to you if you wa...
- Thu Dec 20, 2018 10:18 pm
- Forum: Exult Discussion
- Topic: Horizontal/Vertical Scrolling
- Replies: 2
- Views: 1049
Re: Horizontal/Vertical Scrolling
Oh, that would certainly explain why it isn't working for me. I'd prefer I was missing something simple!
- Thu Dec 20, 2018 6:22 pm
- Forum: Exult Discussion
- Topic: Horizontal/Vertical Scrolling
- Replies: 2
- Views: 1049
Horizontal/Vertical Scrolling
I'm starting to get back into modding after awhile but I'm running into what I'm sure is an issue with horizontal/vertical scrolling using the middle mouse button. For whatever reason I can't figure out how I got it to work like I used it in the past. I remember you press shift (alt or control, don'...