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Messages - ponderitus

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Development / [Solved] Trying to make an NPC dialog
« on: April 26, 2017, 04:00:40 am »
does anyone know how to make a dialog where the npc will respond 4 ways based on whether i have neither item, 1 of the required items or both.

none     -   need both
sword  -   need shield
shield  -   need sword
both     -   have both!

ive been able to get it so that if i have neither and then one item it works. but when i try to get both, or either, i either cant get it to work or i get 2 dialogs trying to play at the same time (need this and need both)

ive tried setting things like below, but after this i dont know where im going, or if this even right to begin with
Code: ( lua) [Select]
local shield_search_quest_started = false
local sword_search_quest_started = false
local items_search_quest_started = false

  local has_sword = game:has_item("sword")
  if has_sword then
  game:set_value("sword_search_quest_started", true)

  local has_shield = game:has_item("shield")
  if has_shield then
  game:set_value("shield_search_quest_started", true)

  local has_both = game:has_item("shield" and "sword")
  if has_both then
  game:set_value("items_search_quest_started", true)
 -- Guy3
function Guy3:on_interaction()

 if game:get_value("sword_search_quest_started") then

-- the other 2 dialogs would be
-- "Guy3.has_shield"
-- "Guy3.found"

If anyone can help I'd appreciate it

Development / Re: item icons
« on: April 06, 2017, 11:51:49 pm »
Wow, it seems so obvious now. Once again thanks for the help. Loving the xD mercuris chess. Spent a while on google translating it into broken but readable english...well worth it. God damn zelda is demanding :P

Development / [Solved] Item icons
« on: April 06, 2017, 06:30:45 am »
In languages when making a new dialog for an item, you have the properties section. Where are the icons kept/what determines what makes icon 2 a bow for example? I changed the entities/icons.png but still the old zelda icon comes up when the dialog is showing.

Development / Re: get_variant in inventory
« on: March 17, 2017, 01:08:36 am »
I hadnt even though of having a sub menu on selection, thats a great idea. To be honest im just playing around at the moment as i really dont understand lua. I only really started understanding the inventory script i have been reading yesterday. I was just trying to figure a way to switch between them.

Id eventually like to have them all on on the screen at the same time on the quest screen, wearable on selection, not assignable to a key...same as id like the sword and shield. Basically i eventually want the oot menu (plus an extra screen for reassigning keys), that probably makes more sense.

(Im on a phone so cant post any code)

Development / get_variant in inventory
« on: March 16, 2017, 02:25:51 am »
Im making changes to my inventory names table and i was wondering whether it is possible to call a variant of an item from there? Could i call tunic variant 1 from there so i can also call variant 2/3 to be able to change tunic on pressed? Or would i have to just make 3 seperate tunic items? I know making the 3 seperate tunics would be easier.

Everything i have tried so far has resulted in errors

General discussion / Re: HELP
« on: March 15, 2017, 10:11:02 pm »
project_db.dat is on the root of your data folder, wherever you placed your quest files

the link from Diarandor went directly to what you asked for....

game:set_starting_location([map_id, [destination_name]])
eg. if your map is called john and the destination you want him to be at is called purple
game:set_starting_location("john", 'purple')

watch all of Chrisopho's tutorials - they are seriously good, even if you think they aren't relevant to what you want to do, watch them. They have information far beyond what the title suggests, don't just watch them once either, go back and watch them and over time and you will see how something that he does which seems silly complicated at that point to you makes a bunch of sense now. You will also find that he does little things which help your creating, for example when he makes a cave he doesn't plonk down some teletransporters, a destination and then go for it, he will take the time to make a perfect cave, and explain to you how the layers are working or why this certain tile is better for the job at hand. Even now watching them I am still learning new things

read the API...I know its hard. but try and do it...luckily there's so much to be doing whilst making a quest that you have so many other things to occupy your time whilst you are stuck on something else...get into sprite making/editing....that sure occupies your time

Development / Re: Items not appearing
« on: March 13, 2017, 12:04:35 am »
You'll need to add them to the quest most probably.

Find them in the quest editor and add them to quest with right click, or add them into the project_db manually.

If its not that then more info is needed

Development / Re: Total noob here, need some help.
« on: March 09, 2017, 10:33:39 am »
To make a new hero sprite either load a pre configured one into the sprites folder in your pc.
Or much easier, go to the sprites section in the quest editor and find hero, then select the animation eg walking and there will be a box underneath telling you the png name, click the box next to it and find the png you want instead, if the sprite is a different size then you'll need to mess about with the sizes and the origin (the png you want to use must be in the sprites folder) I found it easier to use the png's already set and draw my pictures over the top in the right place, otherwise your hero could have a shield through his face constantly or be a pixel away from a block hes trying to pull like i did at one point

As for the 2nd question do you mean just repeating the tile? If so you just right click. Theres no need for dragging, click the tile in the tileset and the place with left and place repeatable with right. R will resize the tile

Hopefully this helps

Development / Re: Inventory
« on: March 04, 2017, 09:44:27 am »
Wow...that worked a charm. OLB was the one I was using and was where I originally found the hammer.tunic. I did notice that this made enemies not immobilize on collision with the hookshot, a simple fix in the hookshot.lua fixed that. All you have said to me has made a lot of things clearer

Now I have noticed that when an enemy is immobilized, the hammer doesn't cause any damage but the sword/bombs etc still do. As soon as the enemy start to move again (unfreezes) the hammer causes damage again. I've had a look at the hammer.lua and the hookshot.lua to see if there's any on immobilized reaction or anything like that but I can't see anything, as i say the sword and everything else still work fine on an immobilized enemy but the hammer just gets ignored, as though it is on a different layer

Development / Re: Inventory
« on: March 04, 2017, 01:31:10 am »
Ahh, that makes sense..Although it also opens more questions...i dont have a quest_manager.lua in my game

I tried copying the file into my quest and then requiring it in main.lua but i didnt get any change.

Do i need to make a quest manager and put the attack_consequence script in or is there somewhere else it should be put?

Development / Re: Inventory
« on: March 04, 2017, 12:29:25 am »
Cheers, I've watched these tutorials a few times and I've had the scrips for ROTH and OLB for a while. I've been trying to do this with these methods for probably about 3 months lol, I'll be the 1st to tell you I have no idea what I'm doing but its fun trying...until i change to much and break it and have no idea how to fix it..ill rewatch the save game tutorial again a few times and see if that gives anymore help

I finally got a hammer weapon working yesterday only to have it make the hookshot error on collisions with enemies and make a new world of confusion for me...still fun though, maybe one day I'll figure that out...maybe I'll break down and come on here for help.

recieve_attack_consequence (a nil value)

   enemy:recieve_attack_consequence ("hookshot", reaction)

I hope your English tutorials start again soon. They were sooooo good and they taught you way more than the titles suggested. Thats why I tried (and still try) to watch the French ones even though I cant understand them, they still teach via watching what you do. I know you have far more important things to do though. I spend so much of my time on solarus I wish I understood the workings more, Its a good job theres so much to it, in the time ive been learning the console ive been able to replicate the ALTTP outside world and a couple dungeons and also make the OOT world (which is cool to walk around)...I've now started making a South Park game, Ive got a few basic enemies and some Hero's and an outside world tileset sort of made but again i cant progress in this without being able to load a menu. I'll keep trying...maybe one day

Development / Re: Inventory
« on: March 03, 2017, 10:42:14 pm »
No, any idea which one? Ive watched these videos many times and never seen inventory help. The HUD tutorial is the closest i see and that doesnt explain it, neither does how to display an currently scanning through them to see which one but I'm not having any luck

Development / Inventory
« on: March 03, 2017, 09:00:17 pm »
Can anyone explain how to get a pause menu (inventory and such) to work?

I'm only trying to get the one that Christopho uses in his French tutorial, I cant understand French so I'm just following what he does on his screen. I would be happy with the ALTTP inventory. I just need something which will enable me to switch between items.

Any help is greatly appreciated.

Development / Re: Help please? dialog and water
« on: February 15, 2017, 11:13:37 am »
Wow...both sorted instantly, you are amazing.

No I hadn't called it correctly at all lol

I didn't see the Wiki about upgrading the quest I just saw the new package, downloaded it and went at it blind. I'm glad the jumping was taken out I was afraid I had done something to delete it

This is my first time posting so I just want to say a massive thank you for all the work you have done, I have spent countless hours on Solarus over the past few years. I have been meaning to upload some of the things I've done but there's always something new to do.

Development / [SOLVED] Help please? dialog and water
« on: February 15, 2017, 03:02:28 am »
Could anyone help please I've got a couple issues since I've updated to 1.5.2

1. I can't get any dialog to load even though it is 100% there
Error: Missing treasure dialog '_treasure.flippers.1'

2. On collision with water (without flippers) the hero doesn't jump anymore he just drowns. He used on jump on collision with water (or lava)

Any help will be greatly appreciated

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