Search found 308 matches

by Donfrow
Sat Jan 23, 2010 11:55 pm
Forum: Exult Discussion
Topic: UCC compiling error
Replies: 11
Views: 1088

Re: UCC compiling error

Thanks, I will do that though after reading the thread about the eggs I will first correct all my eggs to have the object#()(). As I have quite a few eggs without that (I think all of them...) I will fix that first in the event that is the issue or contributing to it. I want to make things as easy a...
by Donfrow
Sat Jan 23, 2010 12:04 am
Forum: Exult Discussion
Topic: UCC compiling error
Replies: 11
Views: 1088

Re: UCC compiling error

Hmm, well hopefully someone else can offer a suggestion as I would prefer not to have to do that as I have about 200 NPC's I would have to toss into that, each with their own functions within their NPC file. I will try that but at first try and use the last 15 or so NPC's I made and hopefully the is...
by Donfrow
Sat Jan 23, 2010 12:01 am
Forum: Exult Discussion
Topic: creating egg usecode
Replies: 2
Views: 319

Re: creating egg usecode

If I am understanding what you are after it's pretty simple. It's pretty much like you said. None of my eggs use object#()() though and to be honest I'm still not entirely sure the differences with that but I'm pretty novice. An example being: void testEgg() { gflags[1000] = true; } And then in the ...
by Donfrow
Thu Jan 14, 2010 11:44 pm
Forum: Exult Discussion
Topic: UCC compiling error
Replies: 11
Views: 1088

Re: UCC compiling error

Thanks for the suggestion agenorangeguy. I went to the last 5 files I made before the error started and made the entire contents commented out. Unfortunately I'm still getting the same issue. In your experience does something like that occur right after you save a file with an extra bracket or does ...
by Donfrow
Sat Jan 09, 2010 7:38 pm
Forum: Exult Discussion
Topic: UCC compiling error
Replies: 11
Views: 1088

Re: UCC compiling error

Would anyone happen to have any other ideas as to what could be causing this? I don't think it's the actual contents of the files throwing back the error as if I comment out animals/chicken.uc and add the entire contents of that chicken.uc into npc/rosendale/maggie.uc there are no compiling issues. ...
by Donfrow
Tue Jan 05, 2010 12:57 pm
Forum: Exult Discussion
Topic: UCC compiling error
Replies: 11
Views: 1088

Re: UCC compiling error

Yes, they do exist.

The files it's complaining about are actually ones that compiled fine in the past and have not been touched in some time. The issue arises only when I include new unrelated files. At that point it complains about the last file, which is not even the new file(s).
by Donfrow
Sun Jan 03, 2010 9:48 pm
Forum: Exult Discussion
Topic: UCC compiling error
Replies: 11
Views: 1088

UCC compiling error

Well, it's been awhile since I've run into an error but I must once again seek help. I've been plugging away at my little project for some time now and I've hit yet another roadblock. I created a new NPC and in my base usecode.uc added an include to the new NPC's file, as below: #include "npc/r...
by Donfrow
Fri Dec 25, 2009 2:28 pm
Forum: Exult Discussion
Topic: Usecode 'events' functionality
Replies: 33
Views: 2800

Re: Usecode 'events' functionality

Would it be possible to create an event for when a NPC is attacked in combat? So on top of having an event for double clicking when not in combat, have an event for double clicking when in combat. Would something like this mess up the the way combat works if that event wasn't present in each NPC's u...
by Donfrow
Thu Dec 24, 2009 5:13 pm
Forum: Exult Discussion
Topic: NPC frames
Replies: 2
Views: 241

Re: NPC frames

You should be able to make a proximity call to cycle through the frames of the shape. In one of my NPC's I have the below usecode that works (though it was a bit slow to cycle through each frame): else if (event == PROXIMITY) { script item { frame 0; repeat 32 { next frame cycle; }; } } Where PROXIM...
by Donfrow
Sat Jun 27, 2009 12:50 am
Forum: Exult Discussion
Topic: Quick Question
Replies: 19
Views: 1611

Re: Quick Question

You remembered correctly! You've saved the dream :P Thanks again.
by Donfrow
Fri Jun 26, 2009 8:24 pm
Forum: Exult Discussion
Topic: Quick Question
Replies: 19
Views: 1611

Re: Quick Question

Thanks for the information. If you hadn't put that note I am sure I would have set the colours to that without using the palette information! Sadly, it seems that my plan to make a translucent "roof" over the Avatar has failed as I neglected to take into account that you wouldn't actually ...
by Donfrow
Mon Jun 22, 2009 8:37 pm
Forum: Exult Discussion
Topic: Quick Question
Replies: 19
Views: 1611

Re: Quick Question

This seemed like the most appropriate thread to ask this in. I'm not completely clear as to how Exult/U7 works with the colour palettes so that little issue is causing me a bit of an issue. What I am looking to do is have a transparency with a blue tint to it similar to the way the transparent glass...
by Donfrow
Sat May 30, 2009 2:24 pm
Forum: Exult Discussion
Topic: Mod questions
Replies: 2
Views: 250

Re: Mod questions

It sounds like what you're looking for is UI_add_to_party(actor npc) or npc->add_to_party()

If that's the case, in whatever condition you want the NPC to join the party add that intrinsic with the NPC's number(make sure it's negative).
by Donfrow
Tue May 26, 2009 7:08 pm
Forum: Exult Discussion
Topic: Waves volume way to loud?
Replies: 28
Views: 2393

Re: Waves volume way to loud?

It seems I've found the issue. All the wave shapes in my mod in the SFX tab seem to have Play type set to "Sequentially" with a number of sequential SFX set to 255. I removed my mod and checked a normal unmodded game and the SFX tab is set to Type "Single Sound Effect". I changed...
by Donfrow
Mon May 25, 2009 6:26 pm
Forum: Exult Discussion
Topic: Waves volume way to loud?
Replies: 28
Views: 2393

Re: Waves volume way to loud?

There is no sfx for waves that are coming in on the left. It is with my modded game however. I removed the patch folder and it does seem to work from the left in a normal game. I checked the wave objects (in my mod) for the left had side and they have the same sound number as the working waves. Any ...
by Donfrow
Sat May 23, 2009 11:47 am
Forum: Exult Discussion
Topic: Waves volume way to loud?
Replies: 28
Views: 2393

Re: Waves volume way to loud?

Err ignore my previous post about what I meant to say please.
by Donfrow
Sat May 23, 2009 11:46 am
Forum: Exult Discussion
Topic: Waves volume way to loud?
Replies: 28
Views: 2393

Re: Waves volume way to loud?

I meant to say I ran jmsisfx.bat.
by Donfrow
Sat May 23, 2009 11:44 am
Forum: Exult Discussion
Topic: Waves volume way to loud?
Replies: 28
Views: 2393

Re: Waves volume way to loud?

Thanks for the link and instructions MM. One question though. It seems to work on all the shore pieces but the left side waves (the ones that are going onto the left/west shore lines). I copied my jmsisfx.flx to the wave_fix folder, ran jmsisfx.flx.bat and copied jmsisfx.flx back to the original spo...
by Donfrow
Fri May 22, 2009 7:35 pm
Forum: Exult Discussion
Topic: Waves volume way to loud?
Replies: 28
Views: 2393

Re: Waves volume way to loud?

Was there ever any fix for the loud wave issue that anyone came across?
by Donfrow
Sat Apr 18, 2009 5:56 pm
Forum: Exult Discussion
Topic: Couple of dumb questions
Replies: 18
Views: 1759

Re: Couple of dumb questions

Currently it seems the max characters to set the NPC name to (and appear over their heads) is 16.

Is this something that is hard coded into Ultima or can this be increased?
by Donfrow
Sun Apr 12, 2009 4:50 pm
Forum: Exult Discussion
Topic: enum events
Replies: 15
Views: 1519

Re: enum events

I think that will allow me to get it done in a rather backwards way. Essentially I can have the npc have 2 hitpoints with the tournament flag set, and then when they "die" while in tournament I can check if the item is being worn. If so I can either turn the flag off and up the hitpoints o...
by Donfrow
Sun Apr 12, 2009 2:24 pm
Forum: Exult Discussion
Topic: enum events
Replies: 15
Views: 1519

Re: enum events

Ah alright. Too bad. What I was actually trying to accomplish is if you are wearing a specific piece of gear you can attack, if not you are removed from combat. If you clicked it outside of combat it would start the usual conversation. From what I gather from you MM, it may be possible by doing it s...
by Donfrow
Sun Apr 12, 2009 11:51 am
Forum: Exult Discussion
Topic: enum events
Replies: 15
Views: 1519

Re: enum events

Hmm, I still can't seem to get it to take. if(UI_in_combat()) { AVATAR.say("In combat"); } else { AVATAR.say("Out of combat"); } It works fine when out of combat, however when in combat the Avatar runs up and starts fighting still, never saying the "In combat" message. ...
by Donfrow
Sat Apr 11, 2009 4:43 pm
Forum: Exult Discussion
Topic: enum events
Replies: 15
Views: 1519

Re: enum events

I must be missing something with the schedule type for double clicking. I made a basic NPC as follows: void NPC object#(0x5cf) () { if(event == DOUBLECLICK) { var schedule_type = UI_get_schedule_type(AVATAR); AVATAR.say(schedule_type); } } Where Avatar is defined as -356. It will return the value 31...
by Donfrow
Sat Apr 11, 2009 1:55 pm
Forum: Exult Discussion
Topic: Quick Question
Replies: 19
Views: 1611

Re: Quick Question

I have created a magic spear for my mod already. It's pretty much a spear based on the blue fire sword, though I'm not particularly fond of the spear-tip in the paper doll.
by Donfrow
Tue Apr 07, 2009 6:39 pm
Forum: Exult Discussion
Topic: Moving objects
Replies: 10
Views: 827

Re: Moving objects

That would not include a function where a static variable is updated/set would it? I tend to use those a few times for various reasons.
by Donfrow
Mon Apr 06, 2009 11:07 pm
Forum: Exult Discussion
Topic: Moving objects
Replies: 10
Views: 827

Re: Moving objects

It is not a memory trick, you are correct that you mentioned that to me in the past. I never went back and fixed any of the ones I had completed previously as I had a lot of them like that and they worked at the time. It seems I was delaying the inevitable though. I think I will finally get around t...
by Donfrow
Mon Apr 06, 2009 10:32 pm
Forum: Exult Discussion
Topic: Moving objects
Replies: 10
Views: 827

Re: Moving objects

Well lots of work ahead of me then in fixing the disaster that is my code! Thanks again.
by Donfrow
Mon Apr 06, 2009 9:47 pm
Forum: Exult Discussion
Topic: Moving objects
Replies: 10
Views: 827

Re: Moving objects

One more thing... does that mean for things like UI_clear_item_flag(obj, flag) if I am clearing an NPC flag it must be negative as well?
by Donfrow
Mon Apr 06, 2009 9:33 pm
Forum: Exult Discussion
Topic: Moving objects
Replies: 10
Views: 827

Re: Moving objects

Yes, NPC number.

That did the trick. Now to make a whole bunch of negative NPC numbers in scripts and movements!

Thanks, yet again.
by Donfrow
Mon Apr 06, 2009 8:57 pm
Forum: Exult Discussion
Topic: enum events
Replies: 15
Views: 1519

Re: enum events

Alright, so the documentation for those values is your code ;)

Thanks!
by Donfrow
Mon Apr 06, 2009 8:57 pm
Forum: Exult Discussion
Topic: Moving objects
Replies: 10
Views: 827

Moving objects

Just curious if UI_move_object/obj->move_obect([pos]) is currently working as intended as I cannot seem to get it to work anymore. An example of the code is such, Move_Test() { UI_move_object(241, [1731, 1894]); } which appears to do nothing. I noticed that there was a change to UI_move_object on Fe...
by Donfrow
Mon Apr 06, 2009 12:57 pm
Forum: Exult Discussion
Topic: enum events
Replies: 15
Views: 1519

Re: enum events

Thanks.

Is the list that you have in above mentioned mods the full list or are there other values that are not present as you had no use for them?
by Donfrow
Sun Apr 05, 2009 11:34 pm
Forum: Exult Discussion
Topic: enum events
Replies: 15
Views: 1519

enum events

Hey, Looking through some of the TFL code you have the enum events for things like double clicking, readied, scripted, etc. I'm curious where you actually got these values from. Is this documented somewhere? The reason I ask is I am hoping there is a way to differentiate between a double click when ...
by Donfrow
Fri Aug 01, 2008 9:16 am
Forum: Exult Discussion
Topic: Event (equipped, unequipped)
Replies: 9
Views: 795

Re: Event (equipped, unequipped)

Very good point about the max mana already being 30. I hadn't thought of that occurrence happening. I think the reason I messed up the way I did was I used some older code I wrote to heal the difference between current hit point level and max hit point level, so when I started this item I blended th...
by Donfrow
Thu Jul 31, 2008 5:03 pm
Forum: Exult Discussion
Topic: Event (equipped, unequipped)
Replies: 9
Views: 795

Re: Event (equipped, unequipped)

I see what you mean. Not sure why I thought I needed the current_mana_level. Thanks for clearing up my error.
by Donfrow
Thu Jul 31, 2008 11:39 am
Forum: Exult Discussion
Topic: Event (equipped, unequipped)
Replies: 9
Views: 795

Re: Event (equipped, unequipped)

That would be it. Didn't have the usecode events checked. Now, based on my understanding of my old thread about what stats do, I'm trying to make this cloak add 1 to the max mana when equipped by the Avatar. It should be a simple as below correct? MAX_MANA being equal to 6 mana_cloak shape#(1440)() ...
by Donfrow
Thu Jul 31, 2008 9:34 am
Forum: Exult Discussion
Topic: Event (equipped, unequipped)
Replies: 9
Views: 795

Event (equipped, unequipped)

Just curious, does the events such as equipped and unequipped work for cloaks, helms, etc, or is it just weapons and rings? I'm trying something with a cloak to trigger something when equipped and unequipped and I'm not sure if it's not working due to event triggers not being for the cloak spot. Tha...
by Donfrow
Wed Jul 16, 2008 4:58 pm
Forum: Exult Discussion
Topic: Now what do I do with it?
Replies: 3
Views: 211

Re: Now what do I do with it?

Exult is just a way to run Ultima7 on newer platforms than what it was originally designed for. It contains none of the needed game files to run as that would be piracy. Exult is NOT Ultima7, merely a vessel for which to play it. Even if you find a dos copy of U7 it will still need something like Ex...
by Donfrow
Tue Jul 15, 2008 3:37 pm
Forum: Exult Discussion
Topic: ES does not seem to be saving
Replies: 2
Views: 248

Re: ES does not seem to be saving

Alright. Thanks for the information.
by Donfrow
Tue Jul 15, 2008 1:17 pm
Forum: Exult Discussion
Topic: ES does not seem to be saving
Replies: 2
Views: 248

ES does not seem to be saving

With the July 12/08 when I use ES it does not seem to save when I do a File->Save all. I uninstalled and reinstalled Exult and ES using the July 10/08 snapshot and now it does the same thing. Is there something I could inadvertently changed to cause this? studio_err has: Warning, trailing slash in p...
by Donfrow
Tue Jul 01, 2008 3:54 pm
Forum: Exult Discussion
Topic: SFX question
Replies: 14
Views: 1219

Re: SFX question

Woohoo, setting it to 0 (0: Microsoft GS Wavetable SW Synth) worked and music now sounds as it should!

Thanks!
by Donfrow
Mon Jun 30, 2008 12:44 pm
Forum: Exult Discussion
Topic: SFX question
Replies: 14
Views: 1219

Re: SFX question

On the same vein now I am having issues with music. The music is very choppy and doesn't sound right, so I want to ensure my sound settings are correct. I looked up the documentation and I noticed it said you can change the MIDI Device by using win32_device in exult.cfg but I do not have that (my ol...
by Donfrow
Tue Jun 17, 2008 3:17 pm
Forum: Exult Discussion
Topic: SFX question
Replies: 14
Views: 1219

Re: SFX question

Well, I finally fixed the issue. The shapes info had sound 49 playing for the waves (sort of like a blacksmith sound) so I went through a bunch of different sounds until I came across the wave one... at 109. If anyone needs a list that describes (as best as I could anyway) what each sound is like le...
by Donfrow
Tue Jun 17, 2008 3:01 pm
Forum: Exult Discussion
Topic: About the new (next?) snapshot...
Replies: 85
Views: 5564

Re: About the new (next?) snapshot...

You said: There is some important things, though: since a lot of new information has been decoded ("lot" as in "many *bits*"), and older versions of ES did *not* save this information, there is much that has been lost in weapon, ammo and monster data. This would affect all curren...
by Donfrow
Sun May 04, 2008 1:03 pm
Forum: Exult Discussion
Topic: SFX question
Replies: 14
Views: 1219

Re: SFX question

I guess I shouldn't exclude it to automatically created, I figured that may be the case since I haven't actually done anything to the files that deal with sound. Looking at shape_info I see there is bubbles in it as well, which also has the same problem. Though it mainly seems to deal with animating...
by Donfrow
Sun May 04, 2008 12:59 pm
Forum: Exult Discussion
Topic: Removing items
Replies: 2
Views: 257

Re: Removing items

Ohh using UI_remove_item makes it much simpler and gets rid of a bunch of if's... I missed that intrinsic entirely. Oops. What I'm actually doing is when you disenchant the item it will replace it with a regular item (whip for lightning whip, sword for fire sword, etc) and some reagents. Thanks a lo...
by Donfrow
Sun May 04, 2008 11:27 am
Forum: Exult Discussion
Topic: Removing items
Replies: 2
Views: 257

Removing items

Sorry for yet another question, but I'm trying to figure out how to remove items based on whether or not they were clicked on from the inventory or from sitting on the ground. An existing example of this is when you have multiple heal potions in the inventory, and click one not in the inventory, how...
by Donfrow
Sun May 04, 2008 9:51 am
Forum: Exult Discussion
Topic: SFX question
Replies: 14
Views: 1219

Re: SFX question

Hmm I started a new game without the patch directory and the waves were working as expected. Anyone have any idea a file that is automatically created in the patch folder when modding could cause the sounds to change?
by Donfrow
Sat Apr 26, 2008 3:57 am
Forum: Exult Discussion
Topic: UI_si_path_run_usecode bug?
Replies: 4
Views: 447

Re: UI_si_path_run_usecode bug?

Tried it with a negative number and no luck.

Thanks for the quick response!