Search found 308 matches
- Fri Apr 25, 2008 10:55 am
- Forum: Exult Discussion
- Topic: UI_si_path_run_usecode bug?
- Replies: 4
- Views: 447
Re: UI_si_path_run_usecode bug?
Code is just: UI_si_path_run_usecode(NPCNUMBER, [2845, 239, 0], SCRIPTED, NPCNUMBER, Test, 0); With NPC Number being the 94, 250, 360 or 372 and Test being AVATAR.say("Test"); Originally Test was something different but for the purpose of trying to get the higher NPC numbers to path I had ...
- Fri Apr 25, 2008 8:05 am
- Forum: Exult Discussion
- Topic: UI_si_path_run_usecode bug?
- Replies: 4
- Views: 447
UI_si_path_run_usecode bug?
It seems that in 1.4.04 I can't have a NPC with certain usecode numbers path using UI_si_path_run_usecode. I've tried it using npc's with number 94, 250, 360 and 372. NPC 94 will work but I swap out that usecode number for 250, 360 or 372 they just stand there idle. Normally I would think it's somet...
- Fri Apr 04, 2008 3:26 pm
- Forum: Exult Discussion
- Topic: fun Ultima questions
- Replies: 14
- Views: 1281
Re: fun Ultima questions
7. Talk to NPC's and get more responses to game changing events (mainly in SI). Noone in Fawn even cares about the political happenings of Marsten in Monitor, or your trip to Moonshade and your new found teleportation ability...
- Fri Apr 04, 2008 2:10 pm
- Forum: Exult Discussion
- Topic: SFX question
- Replies: 14
- Views: 1219
Re: SFX question
I've re-downloaded both packs and same problem. I did go into BG however and noticed the waves are not messed up. I am using 1.4.04 snapshot, but it has been doing this for about a year. I know it was working fine in one of the 1.4 snapshots but then it started after I updated it and has been like i...
- Thu Apr 03, 2008 1:29 pm
- Forum: Exult Discussion
- Topic: SFX question
- Replies: 14
- Views: 1219
SFX question
Ok, so I have been using the jmsisfx.flx sound pack for nearly a year now and all the sounds are great EXCEPT for the shoreline. It's a very rapid beeping sound almost and makes it nearly unplayable around water due to the annoyance of it. I finally got fed up and put in the sqsfxsi.flx sound pack w...
- Thu Jan 24, 2008 3:54 pm
- Forum: Exult Discussion
- Topic: Question for modders
- Replies: 22
- Views: 2323
Re: Question for modders
Although not a heavy modder I suppose I am a modder regardless.
But no, I have not used that file (yet
).
But no, I have not used that file (yet
![Razz :P](./images/smilies/icon_razz.gif)
- Sun Jan 20, 2008 6:36 pm
- Forum: Exult Discussion
- Topic: Creating an item
- Replies: 4
- Views: 417
Re: Creating an item
Not sure about the cheat menu, but if you use Exult Studio you can create Batlin's medallion by creating shape 955 and setting the frame to 4.
- Wed Jan 16, 2008 3:43 pm
- Forum: Exult Discussion
- Topic: Question about shapes browser in Exult
- Replies: 5
- Views: 498
Re: Question about shapes browser in Exult
Don't think you can.
Also, if you cut and paste objects like a pile of 100 lock picks it will keep whatever frame you set but not the quality, so watch out for that.
Also, if you cut and paste objects like a pile of 100 lock picks it will keep whatever frame you set but not the quality, so watch out for that.
- Sun Jan 13, 2008 6:12 pm
- Forum: Exult Discussion
- Topic: Question about shapes browser in Exult
- Replies: 5
- Views: 498
Re: Question about shapes browser in Exult
For stackable objects such as gold coins, reagents and lockpicks the quality is the amount.
- Fri Jan 11, 2008 3:17 pm
- Forum: Exult Discussion
- Topic: SI BG Merge
- Replies: 64
- Views: 16110
Re: SI BG Merge
Wow I can't believe I never noticed that in ES. Thanks a ton.
- Thu Jan 10, 2008 5:57 pm
- Forum: Exult Discussion
- Topic: SI BG Merge
- Replies: 64
- Views: 16110
Re: SI BG Merge
Forgive me for being dense MM, but I can't seem to get it to work. Looking at the file, the normal 2 handed axe is as follows: #:wshape/ wf/ trans/ spot/ type/ gender/ shape/ frame/ f2/ f3/ f4 # Two Handed Axe :601/ -1/ 1/ 3/ 2/ 0/ 5/ 0 :601/ -1/ 1/ 12/ 2/ 0/ 5/ 1 So what you are saying is I would a...
- Sat Jan 05, 2008 2:46 pm
- Forum: Exult Discussion
- Topic: Scripting an item/shape
- Replies: 0
- Views: 458
Scripting an item/shape
Now that I've been playing around with scripting a lot more there are some things I want to do but am unable to figure out how. One of these is scripting a shape #. My understanding is that the code of script item { whatever } will consider the item to be where ever the code is located, so if I have...
- Sat Jan 05, 2008 2:10 pm
- Forum: Exult Discussion
- Topic: SI BG Merge
- Replies: 64
- Views: 16110
Re: SI BG Merge
MM, how did you go about allowing the BG weapons to be equipped graphically (not in the paperdoll graphic sense)? I am trying to make a custom weapon, using the same graphics as the 2 handed axe but I can't seem to get it to display graphically. The paper doll graphic works by modifying your paperdo...
- Sun Dec 30, 2007 7:32 pm
- Forum: Exult Discussion
- Topic: NPC's using portcullis
- Replies: 1
- Views: 276
Re: NPC's using portcullis
Forgot to add, this is SI so no need to worry about the flag (57 was it?) and the avatar is able to use it when double clicked on, so I know they do work.
- Sun Dec 30, 2007 7:31 pm
- Forum: Exult Discussion
- Topic: NPC's using portcullis
- Replies: 1
- Views: 276
NPC's using portcullis
Ok, I've finally come up with another question :P The existing portcullis threads seem to deal with BG and the avatar using the portcullis, so it isn't of much help. Anyway, I'm trying to make a NPC which can open a portcullis for the avatar when asked to (like the guards in Monitor). However, I'm u...
- Thu Dec 06, 2007 6:13 pm
- Forum: Exult Discussion
- Topic: I can't get Exult Studio to save the usecode number or name
- Replies: 8
- Views: 735
Re: I can't get Exult Studio to save the usecode number or n
Off topic... yet on it at the same time... does ES have a limit of NPC's it can create? I posted a thread awhile ago about it crashing when creating a new NPC and I noticed now that I'm at 350 or 355 in NPC numbers.
- Wed Dec 05, 2007 7:25 am
- Forum: Exult Discussion
- Topic: I can't get Exult Studio to save the usecode number or name
- Replies: 8
- Views: 735
Re: I can't get Exult Studio to save the usecode number or n
Hmm I posted a response earlier but it seems to have been eaten by the internet gods. Anyway, when you say you can't save the usecode number do you mean where you set their function? Is it grayed out before you change it? I had the first few new NPC's usecode box grayed out. I could change it and sa...
- Wed Nov 21, 2007 6:01 pm
- Forum: Exult Discussion
- Topic: Help understanding si_path_run_usecode
- Replies: 6
- Views: 678
Re: Help understanding si_path_run_usecode
Alright, at least I know I didn't imagine it.
- Wed Nov 21, 2007 3:44 pm
- Forum: Exult Discussion
- Topic: Help understanding si_path_run_usecode
- Replies: 6
- Views: 678
Re: Help understanding si_path_run_usecode
Ah ha. Makes sense now, I think :P Up until now I've just been using it to path but now I got it to actually call my function when the avatar gets there. My Avatar can now go down a chimney (as much as you can using these graphics)! Thanks for the help, yet again. By the way, did you get rid of the ...
- Wed Nov 21, 2007 2:06 pm
- Forum: Exult Discussion
- Topic: Help understanding si_path_run_usecode
- Replies: 6
- Views: 678
Help understanding si_path_run_usecode
As I keep fiddling around with more and more usecode I keep running into things I don't quite understand. The current one being the breakdown of si_path_run_usecode. My understanding is it will path the avatar/npc to the location given and execute the function that is given. However, I don't quite u...
- Fri Nov 09, 2007 6:41 pm
- Forum: Exult Discussion
- Topic: Couple of dumb questions
- Replies: 18
- Views: 1759
Re: Couple of dumb questions
Oh ok gotcha.
- Fri Nov 09, 2007 9:46 am
- Forum: Exult Discussion
- Topic: Couple of dumb questions
- Replies: 18
- Views: 1759
Re: Couple of dumb questions
Thanks, I understand it all except for 1(b).
I don't have much of an idea about that one. But no matter, the main problem is solved.
Thanks again!
I don't have much of an idea about that one. But no matter, the main problem is solved.
Thanks again!
- Thu Nov 08, 2007 5:51 pm
- Forum: Exult Discussion
- Topic: Couple of dumb questions
- Replies: 18
- Views: 1759
Re: Couple of dumb questions
Bah 3rd post in a row but realized something about the Avatar getting killed and my question. 0x400 is the Avatar's base usecode correct? If I didn't edit it (since I don't know how to edit the existing usecode, and as I understand it decompiling it doesn't return anything that is easily readable) a...
- Thu Nov 08, 2007 5:47 pm
- Forum: Exult Discussion
- Topic: Couple of dumb questions
- Replies: 18
- Views: 1759
Re: Couple of dumb questions
Oh, one more related now that I understand how to put in delays. Currently all my NPC's say nothing over their heads when double clicked. Now that I understand how it's done in TFL, is there any way to do it other than how you have it done in TFL? You have it done (eliminated some of it for ease) li...
- Thu Nov 08, 2007 5:15 pm
- Forum: Exult Discussion
- Topic: Couple of dumb questions
- Replies: 18
- Views: 1759
Re: Couple of dumb questions
Thanks, I forgot about the object#(). For resurrecting, if I make a function with 0x400, if the Avatar is killed it will do whatever I made the new 0x400 function do, correct? Ie, avatar dies he's teleported to locx locy. The "at once" explains why I could never figure out a pause on my ow...
- Thu Nov 08, 2007 1:38 pm
- Forum: Exult Discussion
- Topic: Couple of dumb questions
- Replies: 18
- Views: 1759
Re: Couple of dumb questions
Ok another dumb question that I can't seem to figure out. A simple pause. Say I want to have 2 delayed lightening bolts in a function. Example such as the avatar triggers an egg. egg() { UI_sprite_effect(17, 1400, 1108, 0, 0, 0, -1); // I want the pause here, such as GenericPause() UI_sprite_effect(...
- Tue Nov 06, 2007 5:05 pm
- Forum: Exult Discussion
- Topic: SI BG Merge
- Replies: 64
- Views: 16110
Re: SI BG Merge
Quote: What area does it lockup at? Do you at least know which body/bodies are having problems? It was the blue area just beneath the Serpent Gate and the mountain area that you teleport to in Mountains of Freedom. This area was modified however and no longer in its original form. I had tried all th...
- Sun Oct 14, 2007 1:17 pm
- Forum: Exult Discussion
- Topic: Key in SI Filbercio's room
- Replies: 2
- Views: 144
Re: Key in SI Filbercio's room
To get into his treasure room you flip a switch that is hidden behind his throne/chair.
Not sure on the keys though.
Not sure on the keys though.
- Mon Oct 08, 2007 7:23 pm
- Forum: Exult Discussion
- Topic: NPC Properties
- Replies: 6
- Views: 444
Re: NPC Properties
Thanks for the link. I know why I missed the Magic: Maximum mana. I was using the Exult NPC window in ES where the Magic is labeled as Max Mana.
- Mon Oct 08, 2007 7:10 am
- Forum: Exult Discussion
- Topic: NPC Properties
- Replies: 6
- Views: 444
Re: NPC Properties
Thanks, seems I was quite off on what I thought they did.
"Intelligence: ... affects how much magic you gain when training"
By this do you mean how much the max mana is? Ie, have 20 max mana, train, then you could get 22 max mana?
"Intelligence: ... affects how much magic you gain when training"
By this do you mean how much the max mana is? Ie, have 20 max mana, train, then you could get 22 max mana?
- Sun Oct 07, 2007 5:07 pm
- Forum: Exult Discussion
- Topic: NPC Properties
- Replies: 6
- Views: 444
NPC Properties
Ok, I've tried searching various places but can't seem to find the answer. The closest I get to is the ES documentation. What exactly do some of the NPC properties do? I think I know what some do, but perhaps someone can shed a bit more light on it... hopefully someone can correct me if my assumptio...
- Wed Oct 03, 2007 9:36 am
- Forum: Exult Discussion
- Topic: Couple of dumb questions
- Replies: 18
- Views: 1759
Re: Couple of dumb questions
Ohh I get it now. Thanks a ton
- Wed Oct 03, 2007 5:53 am
- Forum: Exult Discussion
- Topic: Couple of dumb questions
- Replies: 18
- Views: 1759
Re: Couple of dumb questions
Ok, I understand it now that you are using two different fonts. What I'm trying to do is always have translation done since I find it annoying to have to translate in game, so I would always want the else statement to be the one done. In SI, I'm trying to use font # 1 (the wooden sign font) which is...
- Tue Oct 02, 2007 5:35 pm
- Forum: Exult Discussion
- Topic: Couple of dumb questions
- Replies: 18
- Views: 1759
Re: Couple of dumb questions
Thanks, have the fading working now (sort of) in that it doesn't look up. "You would check the avatar's READ flag (flag 34) and display the translated/untranslated text depending on the case. This is implied (although not explicitly stated) by the text in the "Important Notes" box rig...
- Tue Oct 02, 2007 2:00 pm
- Forum: Exult Discussion
- Topic: Couple of dumb questions
- Replies: 18
- Views: 1759
Couple of dumb questions
I have a couple of dumb and probably simple questions. Any help is appreciated. 1. Text on signs. As I understand it one would use UI_book_mode_ex() to display text on a wooden or gold sign. As this does not perform any translation as indicated on Marzo's site how does one go about showing text on w...
- Sun Sep 30, 2007 4:42 pm
- Forum: Exult Discussion
- Topic: Discovery and Questions
- Replies: 5
- Views: 336
Re: Discovery and Questions
In SI there is the brass doors that you blow up with a powder keg in the one city in the icy mountains. I know it's not an NPC but perhaps you were thinking of that?
- Tue Sep 25, 2007 5:10 pm
- Forum: Exult Discussion
- Topic: UCC Errors/Issues/Comments/etc.
- Replies: 67
- Views: 5444
Re: UCC Errors/Issues/Comments/etc.
That got it working, thanks.
Thanks for the suggestion as well.
Thanks for the suggestion as well.
- Tue Sep 25, 2007 2:30 pm
- Forum: Exult Discussion
- Topic: UCC Errors/Issues/Comments/etc.
- Replies: 67
- Views: 5444
Re: UCC Errors/Issues/Comments/etc.
Stupid mistake on my part which was causing the compiling error (and for the sake of avoiding any potential duplicates I renamed it to statictesting) However, while I do not get the compiling error anymore, the value does not seem to be assigned to it, though I suspect this is due to my lack of unde...
- Tue Sep 25, 2007 1:05 pm
- Forum: Exult Discussion
- Topic: UCC Errors/Issues/Comments/etc.
- Replies: 67
- Views: 5444
Re: UCC Errors/Issues/Comments/etc.
Sorry to bring up a dead thread, but I does anyone know if the global statics work now? I can declare it fine, such as static var test; but I can't seem to assign any value to it, but its a large possibility that I simply don't know how to assign values to it correctly so the compile is failing (I'm...
- Fri Sep 21, 2007 6:54 pm
- Forum: Exult Discussion
- Topic: SI: Ressurect NPCS
- Replies: 18
- Views: 2131
Re: SI: Ressurect NPCS
I don't mean to resurrect and old thread (ha) but I thought I would let it be known that I've found a way to bring back dead SI NPC's with the help of Exult Studio. You need their body, but if you change it into a broken automaton shape (I've just been using shape 762 frame 28) you can then use the ...
- Thu Sep 20, 2007 10:33 am
- Forum: Exult Discussion
- Topic: gotoObject
- Replies: 1
- Views: 194
Re: gotoObject
I THINK I managed to find it as 0x90D.
- Wed Sep 19, 2007 2:10 pm
- Forum: Exult Discussion
- Topic: gotoObject
- Replies: 1
- Views: 194
gotoObject
Does anyone happen to know the value(identifier?) for gotoObject for SI? I see for BG it is 0x828 but it seems that for SI 0x828 is a haggling sequence (yes, no, haggle).
Thanks
Thanks
- Tue Sep 11, 2007 6:55 am
- Forum: Exult Discussion
- Topic: something on usecode eggs
- Replies: 3
- Views: 367
Re: something on usecode eggs
I will mention I also tried to use find_nearest and find_object to no avail as well.
- Tue Sep 11, 2007 6:51 am
- Forum: Exult Discussion
- Topic: something on usecode eggs
- Replies: 3
- Views: 367
Re: something on usecode eggs
Blah of course I missed the intrinsic in the list. Sigh. I seem to have it working for any object when something is on, but I can't seem to make it work with the specified shape. I tried to make it similar to yours just with different variables. It's set to 'something on' in the egg. egg_something_o...
- Mon Sep 10, 2007 12:11 pm
- Forum: Exult Discussion
- Topic: something on usecode eggs
- Replies: 3
- Views: 367
something on usecode eggs
First off, sorry for yet another dumb question. I understand how something on works for the usecode eggs, and have it working so when I put any object on the avatar will say "Test". How do you determine what shape# is put on a usecode egg? Like the banes gems put on the proper shrines. I f...
- Sun Sep 02, 2007 7:01 pm
- Forum: Exult Discussion
- Topic: Warning to usecoders: Massive change in UCC
- Replies: 16
- Views: 1523
Re: Warning to usecoders: Massive change in UCC
I'm surprised I got that right. Thanks for the info.
- Sun Sep 02, 2007 6:57 pm
- Forum: Exult Discussion
- Topic: Full Screen Mode
- Replies: 1
- Views: 253
Re: Full Screen Mode
F4 is a hotkey for it.
- Sun Sep 02, 2007 5:30 pm
- Forum: Exult Discussion
- Topic: Warning to usecoders: Massive change in UCC
- Replies: 16
- Views: 1523
Re: Warning to usecoders: Massive change in UCC
Ah ok, I understand that now. As per functions, I assume what I refer to as a function isn't technically a function so I should ask this as well. I use 'functions' when I have something that I use multiple NPC's, such as a buying some food using the autonumbering '#autonumber 0xC00' (which I believe...
- Sun Sep 02, 2007 5:05 pm
- Forum: Exult Discussion
- Topic: Warning to usecoders: Massive change in UCC
- Replies: 16
- Views: 1523
Re: Warning to usecoders: Massive change in UCC
As I'm toying with usecode and still rather... lacking in knowledge about it I'm hoping I don't come off too too dumb with this. If I have an NPC with usecode 0x561, it will issue a warning on compiling now because it is < 0x800 and not declared with object# ? Ie, TestNPC 0x561() Would come up with ...
- Sun Sep 02, 2007 4:37 pm
- Forum: Exult Discussion
- Topic: SI BG Merge
- Replies: 64
- Views: 16110
Re: SI BG Merge
Bah once again I figure out half of my issue right after I make a post. I try and figure it out for awhile, give up and post then it just comes to me ![Razz :P](./images/smilies/icon_razz.gif)
The custom shapes at 1369+ is fine, it was a dumb mistake on my part, but the tfa.dat question still lingers.
![Razz :P](./images/smilies/icon_razz.gif)
The custom shapes at 1369+ is fine, it was a dumb mistake on my part, but the tfa.dat question still lingers.