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flosincapite

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A member registered Sep 02, 2017

Recent community posts

I'm having exactly the same issue. I tried to hunt down the save file to see if I could diagnose, but I couldn't find it.

That is awesome!!! I am really looking forward to that :).

So, I have been building a mod with custom locations. The way I've found to do this is by

  1. deleting all tiles of the original location's type (e.g. "Arena") in the Map Editor;
  2. creating a new tile of that type.

I used the Arena because it doesn't disrupt the plot, but there are some quirks there. First, any NPC I want to spawn there has to have the Arena_Master flag. Second, if I want to add more floors there, they're just generic cave floors.

With respect to that second point, it seems locations like Arena, Ensis_Interior, etc. are hard-coded. Would it be possible to add a few more "dummy" locations for modders to play with? Also, would it be possible to support "towers" in addition to dungeons, i.e. floors with elevations greater than 0?



Ah, thanks! That works now :).

I've tried it with a bunch of different ones; I never got any results.

Axu community » Bugs · Created a new topic Give/Grant Doesn't Work

Using the console command `give <item>` doesn't appear to do anything.

Hey! Apologies for continuing to spam this subforum :). In developing my mod, I've run into a situation where I want to grant specific traits after a quest is completed. Something like

"Rewards" : [ { "Trait" : "exleg" } ]

would work, but an even more flexible solution would just be to run arbitrary console commands, e.g.

"Event" : "OnComplete", "Run Console Command" : "givetrait exleg"

Yet another tall order; apologies :). Also, would it be possible to implement a "removetrait" console command? Sometimes I want to remove specific traits/mutations to assess particular behaviors.

Oohhh, yeah, +1 to enums over/in addition to/as aliases for ints. Would that be viable for sprite numbers, tile references, etc., too?

Also, no pressure, but I'm currently an idle-handed programmer. Might be able to pitch in if you're looking for an extra set of hands.

Awesome! That would help :).

I've thought of other things that might make quest development nice. The biggest one--and I admit it's a very tall order--would be some sort of control-flow primitives.  This might look like

"Events" : [
    {
        "If Block" :  {
            "Condition" :  {
                "Predicate" : "HasItem",
                "Arguments" : ["Player" , "poem" ]
            },
            "True Event" : ...,  # can be any event, including other if blocks
            "False Event" : ...  # likewise
    }
]

My current solution for this (which I still haven't tested) involves spawning multiple NPCs, having each give the player a quest with different conditions, and then despawning the other NPCs (if that's possible). This will leave the incomplete quests hanging around, but that's fine.

Less drastic, but still very helpful, would be some documentation about the semantics of the various JSON objects. Even just BNF grammars, e.g.

<QUEST> ::= <QNAME>, <QID>, <QTYPE>, <QGIVER>, ..., (optional) <QEND_DIALOGUE>, ...
<QNAME> ::= "Name" : /.*/
<QID> ::= "ID" : <REFERENCE>
...
<REFERENCE> ::= /[a-zA-Z0-9]+/
...
<FLAG> ::= "Flag" : ( "Can_Enter_Power_Plant" | "Can_Enter_Ensis" | "Break_Prisoner_Inhibitor" | ... )

Again, I'm asking for a lot--completely understandable if this stuff is infeasible.

Axu community » Mods · Created a new topic Coordinate References

Hey, all.

I'm working on a quest line involving the mutant villages, but I've run into a major issue: while it's possible to reference towns ("Coordinate": "Closest Town") in quests, it doesn't seem to be possible to reference mutant villages. Similarly, since static locations (cathedral, Ensis headquarters, Kin hideout, etc.) are hard-coded and not generated from the .json data, it's not possible to add new locations. Has anyone found ways to work around these restrictions?

On a couple of playthroughs, I've noticed that the power plant sometimes doesn't contain enough terminals to complete the quest.

The problem only occurs with certain saves. If I start a new game, the problem goes away. However, it's now shown up again in a second saved game.

It happens for me with every weapon, on every enemy, and cannot be fixed by reloading the save or quitting and re-starting Axu.

Axu community » Bugs · Created a new topic Invincible Enemies

I am able to fight enemies normally until their HP is low enough that the next blow will kill them. When I strike what would be a killing blow, the enemy doesn't die. Damage numbers and blood sprites continue to appear, but the weapon animation does not, and the sidebar text does not update. The sidebar text does update normally if I miss, am blocked, do non-fatal amounts of damage, or take any other action.