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 91 
 on: September 19, 2014, 11:48:29 PM 
Started by CraigStern - Last post by CraigStern
--created recruitment conversation for Harriet Glaive.

--created a bunch of short NPC conversations in the fortress barracks.

--added Roster Number condition documentation to the manual.

--fixed a few bugs (the game would freeze upon loading a battle which called for placing characters from a roster that had not yet been created; the game was carrying over extra army rosters that weren't expressly overwritten in Introduction.xml when starting a new campaign after playing an old one; and the game wasn't clearing the necessary UI elements from the screen after giving an item to another character)

--lots of testing and polishing of things in the bandit fortress.

 92 
 on: September 19, 2014, 01:11:02 PM 
Started by CraigStern - Last post by CraigStern
--created recruitment conversations for Harynx and Tremolo Phalanges.

--new weapon type: the shiv. Shivs are basically the dagger version of Practice Swords and Practice Maces, in that they're a step below the more durable and effective iron version of that weapon type.

 93 
 on: September 18, 2014, 10:00:46 PM 
Started by CraigStern - Last post by CraigStern
--modified the layout of the area outside the bandit fortress in anticipation of a battle to occur there

--did a bit of balancing and tweaking to the prison area of the bandit fortress

--made is so that SpawnChar actions no longer create smoke puffs over spawned characters and objects when they are run via dialog triggered with OnLoaded

--all of a character's attacks now show in the detailed character screen in exploration mode, even if they can't actually use them while in exploration mode

--fixed a bug with RemoveItem and RemoveItemByName that would sometimes cause the game to think characters were equipped with the wrong items

--fixed a typo in the manual with SetStat which says to use "Dmg" instead of the correct "Damage" when quietly adjusting a character's current health

 94 
 on: September 18, 2014, 07:56:03 PM 
Started by Ertxiem - Last post by bugfartboy
That's exactly what I meant. Thank you! This just made one of my currently abandoned projects a little easier!

 95 
 on: September 18, 2014, 02:44:58 PM 
Started by CraigStern - Last post by CraigStern
--created new cut scene between Emma and Sabrina before Emma leaves to infiltrate the bandit stronghold

--added recruitable characters to the game: Tremolo Phalanges, Harriet Glaive, Lord Dakarai, Phoebe Wittler, Teresa Dayo, and Harynx.

--Lord Dakarai's recruitment dialog is now complete.

--the dialog box now dynamically rearranges itself to use the extra room at the top if there's no speaker in a dialog branch.


 96 
 on: September 18, 2014, 01:48:03 PM 
Started by CraigStern - Last post by CraigStern
--new script action: TransferChar. This removes a character from any existing army rosters where it may appear, then if the character was found and removed successfully, adds that character to a specific army roster. In short, this lets you switch characters between armies while keeping characters who have suffered permadeath dead.

There are two parameters: the name of the character to transfer, with a colon delimiting the first and last name; and the roster number for the army to transfer that character to if the character is found alive.

For example: 

Code: [Select]
TransferChar     Jennifer:Faust,1
will cause the character named Jennifer Faust to be removed from any existing army rosters in which she appears, then—if the game found her in an army roster and removed her—add her to army roster 1.

 97 
 on: September 18, 2014, 01:46:08 PM 
Started by Ertxiem - Last post by CraigStern
It's run after PersistentDialog.xml is loaded, if that's what you mean. Which is to say, you can put an OnLoaded trigger in persistent dialog if you have a script you know you'll want to run at the very start of every battle.

 98 
 on: September 17, 2014, 08:54:25 AM 
Started by Ertxiem - Last post by bugfartboy
--new dialog trigger: OnLoaded. Runs the dialog just as soon as the level loads, right before the loading screen is removed. This lets you make changes to the level via scripts before the player is able to see them happening onscreen.
I think I might have actually done a fist-pump into the air when I read this.  Did I? I did. Is OnLoaded run after Persistent Dialog?

 99 
 on: September 17, 2014, 06:32:39 AM 
Started by CraigStern - Last post by CraigStern
--new dialog trigger: OnLoaded. Runs the dialog just as soon as the level loads, right before the loading screen is removed. This lets you make changes to the level via scripts before the player is able to see them happening onscreen.

 100 
 on: September 16, 2014, 10:15:01 PM 
Started by CraigStern - Last post by CraigStern
--further progress made on the bandit fortress area; I'm fitting in some actual role-playing stuff there, which is nice. ;)

--new hotkey: 'O' is short for "open/close door"

--after opening, unlocking, or closing a door, or after using an object on the battlefield, the game now automatically reselects the current character for continued movement instead of making you click them again. (Just addressing a common annoyance there.)

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