A new problem

Thanatos
13 Oct 2008, 00:32Whassup. Here is the problem:
Try to play it. You'll see. Any suggestions?
' "Baldur's Gate II - Shadows of Amn"
' Created with QDK Pro 4.03
!include <stdverbs.lib>
define game <Baldur's Gate II - Shadows of Amn>
asl-version <400>
gametype singleplayer
start <Character Creation>
game author <Thanatos // Andrew Trewin>
game info <Created with QDK Pro 4.03>
define variable <gender>
type string
value <Unspecified>
display <Gender: !>
end define
define variable <race>
type string
value <Unknown>
display <Race: !>
end define
define variable <class>
type string
value <Unspecified>
display <Class: !>
end define
end define
define options
debug on
panes on
abbreviations on
end define
define room <Character Creation>
indescription <Welcome to:>
script {
msg <Please select your gender.>
choose <genderselect>
wait <Gender selected. Please press any key to move to
the next phase of Character Creation.>
choose <raceselect>
wait <Race selected. Please press any key to move to
the next phase of Character Creation.>
}
end define
define selection <genderselect>
info <Gender Selection>
choice <Male> {
msg <This is an aesthetic choice, and will not affect
your attributes in any fashion. It can, however, affect whether or not
an NPC becomes romantically interested in your character.|n|nMales of
the Realms can excel in whatever profession they choose, whether
wizardry, thievery, or the arts of war.>
set string <gender; Male>
}
choice <Female> {
msg <This is an aesthetic choice, and will not affect
your attributes in any fashion. It can, however, affect whether or not
an NPC becomes romantically interested in your character.|n|nFemales of
the Realms can excel in any area they wish, and are easily the equals
of their male counterparts in every skill or respect.>
set string <gender; Female>
}
end define
define selection <raceselect>
info <Race Selection>
choice <Human> {
msg <The race of your character will determine what
their base abilities can be, as well as assign possible intrinsic
talents such as infravision. Some restrictions in class selection may
also apply, because game balance dictates that certain races are
unsuited for certain professions.|n|nHUMAN: Humans are the predominant
race in Faerun. Humans rule most of the Forgotten Realms. They are the
most social and tolerant of races, exceptting perhaps the halflings.
The only special ability that a human possesses is that they may
advance as any class, and advance to any level.>
set string <race; Human>
}
choice <Elf> {
msg <The race of your character will determine what
their base abilities can be, as well as assign possible intrinsic
talents such as infravision. Some restrictions in class selection may
also apply, because game balance dictates that certain races are
unsuited for certain professions.|n|nELVES: Elves tend to be shorter
and slimmer than normal humans. Their features are finely chiseled and
delicate, and they speak in melodic tones. Elves are looked upon as
frivolous and aloof. They concern themselves with natural beauty,
dancing, frolicking, and other similar pursuits. Their humor is clever,
as are their songs and poetry. Elves have a natural resistance to charm
and sleep magics. They can see in the dark with infravision, and they
are very skilled in the use of the bow and long sword. They have a
bonus to their dexterity, but incur a penalty to their constitution.
There are five racial divisions of elves within the Realms: Gold elves,
Moon elves, Wild elves, Sea elves, and Drow.>
set string <race; Elf>
}
choice <Half-Elf> {
msg <The race of your character will determine what
their base abilities can be, as well as assign possible intrinsic
talents such as infravision. Some restrictions in class selection may
also apply, because game balance dictates that certain races are
unsuited for certain professions.|n|nHALF ELVES: Half elves are a mix
of human and elven blood. They are handsom folk, with good features of
each of their races. A half elf has the curiosity, inventiveness, and
ambition of their human ancestors, and the refined senses, love of
nature, and artistic tastes of their elven ancestors. Half elves have a
limited resistance to charm and sleep spells. They can see in the dark
with infravision.>
set string <race; Half-Elf>
}
choice <Gnome> {
msg <The race of your character will determine what
their base abilities can be, as well as assign possible intrinsic
talents such as infravision. Some restrictions in class selection may
also apply, because game balance dictates that certain races are
unsuited for certain professions.|n|nGNOMES: Kin to dwarves, gnomes are
noticeably smaller than their distant cousins. Gnomes, as they proudly
maintain, are also less rotund as dwarves. Most have dark tan or brown
skin, white hair, and rather large noses. Gnomes have lively and sly
senses of humor, especially for practical jokes. They have a love for
nature that is only matched by their love for gems and jewelry. Gnomes
have natural resistance to magic. They can see in the dark with
infravision. They gain a bonus to their intelligence scores, but incur
a penalty to their wisdom.>
set string <race; Gnome>
}
choice <Halfling> {
msg <The race of your character will determine what
their base abilities can be, as well as assign possible intrinsic
talents such as infravision. Some restrictions in class selection may
also apply, because game balance dictates that certain races are
unsuited for certain professions.|n|nHALFLINGS: Halflings are short,
generally plump people, very much like small humans. Their faces are
round and broad, and often quite florid. Their hair is typocally curly,
and the tops of their feet are covered with coarse hair. Overall they
prefer the comforts of home to dangerous adventuring. They enjoy good
living, rough humor, and homespun tales. Halflings are highly resistant
to poisons and magic. They are naturally skilled with sling weapons,
and have a limited ability to see in the dark. They recieve a bonus to
their dexterity, and incur a penalty to their strength. There are three
racial divisions of halflings within the Realms: the Hairfoot,
Tallfellow, and Stout.>
set string <race; Halfling>
}
choice <Dwarf> {
msg <The race of your character will determine what
their base abilities can be, as well as assign possible intrinsic
talents such as infravision. Some restrictions in class selection may
also apply, because game balance dictates that certain races are
unsuited for certain professions.|n|nDWARVES: Dwarves are short stocky
fellows, easily identifiable by their size and shape. They have ruddy
cheeks, dark eyes, and dark hair. Dwarves tend to be dour and taciturn.
They are given to hard work, and care little for humor. They enjoy
beer, ale, mead, but most of all, they love gold. dwarves have a
natural resistance to magic and poison. They possess infravision, which
allows them to see in the dark. They gain a bonus to constitution, but
incur a penalty to their charisma and dexterity. There are four racial
divisions of dwarves within the Realms: Shield dwarves, Gold dwarves,
Wild dwarves, and Duergar.>
set string <race; Dwarf>
}
choice <Half-Orc> {
msg <The race of your character will determine what
their base abilities can be, as well as assign possible intrinsic
talents such as infravision. Some restrictions in class selection may
also apply, because game balance dictates that certain races are
unsuited for certain professions.|n|nHALF-ORCS: Half-orcs are born from
the union of human and orc parents. They are as tall as humans, but a
little heavier due to their muscular builds. Their greenish
pigmentation, sloping forehead, jutting jaw, prominent teeth, and
coarse body hair make their lineage plain for all to see. In the lands
of Amn, half-orcs are tolerated, as unlike in the north the people of
Amn haven't had centuries of warfare with orc kind. Half-orcs recieve a
bonus to strength and constitution, but incur a penalty to
intelligence.>
set string <race; Half-Orc>
}
end define
define selection <classselect>
info <Class Selection>
choice <Fighter> msg <A character class is like a profession or
career. It is what your character has worked and trained at during his
younger years. Each class has differebt special powers and abilities
that are available only to that class.|n|nFIGHTER: The fighter is a
champion, swordsman, soldier, and brawler. He lives or dies by his
knowledge of weapons and tactics. Fighters can be found at the front of
any battle, contesting toe-to-toe with monsters and villains. A good
fighter needs to be strong and healthy is he hopes to survive.>
choice <Ranger> msg <RANGER: The ranger is a warrior and a
woodsman. He is skilled with weapons and is knowledgeable in the ways
of the forest. The ranger often protects and guides lost travelers and
honest peasent-folk. A ranger needs to be strong and wise to the ways
of nature to live a full life.>
choice <Paladin> msg <PALADIN: A paladin is a warrior bold and
pure, the exemplar of everything good and true. Like the fighter, the
paladin is a man of combat. However, the paladin lives for the ideals
of righteousness, justice, honesty, piety, and chivalry. He strives to
be living example of these virtues so that others might learn from him
as well as gain by his actions.>
end define
define selection <fighterkitselect>
info <Would you like to select a Kit?>
choice <No> set string <class; Fighter>
choice <Yes (Recommended)>
end define
define selection <fighterkits>
info <Fighter Kit Selection>
choice <Berserker> {
msg <BERSERKER: This is a warrior who is in tune with
his animalistic side and, during combat, can achieve an ecstatic state
of mind that will enable him to fight longer, harder and more savagely
than any normal fighter has a right to. Berserkers tend to be
barbarian-like in nature, but not always. Sometimes it is a consious
choice that a warrior in training makes. Regardless, opponents on the
battlefield will be unsettled when they see the savage and inhuman
elements of the berserker's personality. This class is common amongst
dwarves, know to them as 'battleragers'.|n|nAdvantages:|n- May use
'enrage' ability once per day per 4 levels. The enraged state lasts for
6 turns.|n- While enraged: +2 to hit, +2 damage, -2 AC|n- While
enraged: Immune to charm, hold and fear, maze, imprisonment, stun and
sleep.|n- While enraged: gains 15 hit points. These hit points are
temporary, and are taken away at the end of his berserk spree, possibly
killing the berserker.|n|nDisadvantages: |n- Becomes winded after
berserking. While he's winded he recieves -2 to hit, -2 to damage and a
+2 penalty to armour class.|n- Cannot specialize in ranged weapons>
set string <class; Berserker>
}
choice <Wizard Slayer> {
msg <WIZARD SLAYER: This warrior has been specially
trained by his sect to excel in hunting attacking spellcasters of all
kinds.|n|nAdvantages:|n- For each successful hit on an opponent, 10%
cumulative spell failure penalty is applied.|n- 1% magic resistance per
level|n|nDisadvantages:|n- May not use any magic items except for
weapons and armor>
set string <class; Wizard Slayer>
}
choice <Kensai> {
msg <KENSAI: This class is also known as the 'Sword
Saint', and consists of a warrior who has been specially trained to be
one with his sword. They are deadly and fast and trained to fight
without encumberance.|n|nAdvantages:|n- Bonus +1 to hit and +1 damage
for every 3 levels|n- Bonus -2 to AC|n- Bonus -1 to speed factor for
every 4 levels|n- May use 'kai' ability one time per day for every 4
levels (starts at 1st level with one use): this ability lasts 1 turn
and makes all attacks do maximum damage.|n|nDisadvantages:|n- May not
use missile weapons|n- May not wear armor|n- May not wear gauntlets or
bracers>
set string <class; Kensai>
}
choice <<--> choose <fighterkitselect>
end define
define selection <rangerkitselect>
info <Would you like to select a Kit?>
choice <No> set string <class; Ranger>
choice <Yes (Recommended)> choose <rangerkits>
end define
define selection <rangerkits>
info <Ranger Kit Selection>
choice <Archer> {
msg <ARCHER: The archer is the epitome of skill with
the bow. he is the ultimate marksman, able to make almost any shot, no
matter how difficult. To become so skilled with the bow, the archer has
had to sacrifice some of his proficiency with melee weapons and
armor.|n|nAdvantages:|n- +1 to hit, and +1 to damage with any missile
weapon for every 3 levels of experience.|n- Every 4 levels he gains the
ability to make a called shot once per day. When he activates this
ability, any shot made within the next turn is augmented in the
following manner (according to the level of the archer):|n4th level: -1
toTHACO of target|n8th level: -1 to save vs magic of target|n12th
level: -1 to strength of target|n16th level: +2 bonus to
damage|n|nDisadvantages:|n- An archer can only become proficient in
Melee weapons; he may never specialize.|n- An archer cannot wear any
metal armor.>
set string <class; Archer>
}
choice <Stalker> {
msg <STALKER: Stalkers serve as covert
intelligence-gatherers, comfortable in both wilderness and urban
settings. They are the spies, informants, and interrogators, and their
mastery of stealth makes them deadly opponents.|n|nAdvantages:|n- +20%
to stealth ability |n- May backstab for a lesser amount than the thief
class (level 1-8: x1, level 9-16: x2, level 17+: x3)|n- Has access to
three mage spells at 12th level. They are Haste, Protection from Normal
Missiles and Minor Spell Deflection.|n|nDisadvatages:|n- May not wear
armor greater than studded leather>
set string <class; Stalker>
}
choice <Beast Master> {
msg <BEAST MASTER: This ranger is a wanderer, and is
not comfortable in civilized lands. He maintains a natural affinity for
animals; they are his friends and comrades-in-arms, and the Beast
Master has a limited form of telepathic communication with
them.|n|nAdvantages:|n- +15% to stealth ability|n- Enhanced spell
ability with regard to the following spells:|nMay cast 4th level druid
spell Animal Summoning 1 at 8th level.|nMay cast Animal Summoning 2 at
10th level.|nMay cast Animal Summoning 3 at 12th level.|n- May cast
Find Familiar at 8th level. If the familiar dies, the Beast Master does
not incur the usual penalty of 1 point of constitution lost
permenantly.|n|nDisadvantages:|n- Cannot use metal weapons (such as
swords, halberds, hammers or morning stars).>
set string <class; Beast Master>
}
choice <<--> choose <rangerkitselect>
end define
define selection <paladinkitselect>
info <Would you like to select a Kit?>
choice <No> set string <class; Paladin>
choice <Yes (Recommended)> msg <>
end define
define selection <paladinkits>
info <Paladin Kit Selection>
choice <Cavalier> {
msg <CAVALIER: This class represents the most common
picture of the knight: the gentleman warrior who epitomizes honor,
courage and loyalty. He is specialized in battling 'classical' evil
monsters such as demons and dragons.|n|nAdvantages:|n- Bonus +3 to hit
and +3 to damage against all demonic and draconic creatures.|n- May
cast 'remove fear' 1 ime per day per level|n- Immune to fear and morale
failure|n- Immune to charm|n- Immune to poison|n- 20% resistance to
fire|n- 20% resistance to acid|n|nDisadvantages:|n- May not use missile
weapons>
set string <class; Cavalier>
}
choice <Inquisitor> {
msg <INQUISITOR: The Inquisitor has dedicated his life
to finding and eliminating practicioners of evil magic and defeating
the forces of darkness, and his god has provided him with special
abilities towards that end.|n|nAdvantages:|n- May use 'Dispel Magic'
ability once per day per 4 levels (starts at 1st level with one use):
ability is used at speed factor 1 and acts at twice his actual
level.|n- May cast 'True Sight' once per day per 4 levels (starts at
1st level with one use)|n- Immune to Hold and Charm
spells|n|nDisadvantages|n- May not use 'lay on hands' ability|n- May
not cast priest spells|n- May not turn undead>
set string <class; Inquisitor>
}
choice <Undead Hunter> {
msg <UNDEAD HUNTER: This holy avenger has honed his
abilities towards the destruction of the undead and other unnatural
creatures, and is immune to many of their more devastating
abilities.|n|nAdvantages:|n- +3 to hit and +3 damage vs. undead|n-
Immune to hold|n- Immune to level drain|n|nDisadvantages:|n- May not
use 'lay on hands' ability>
set string <class; Undead Hunter>
}
choice <<--> choose <paladinkitselect>
end define
Try to play it. You'll see. Any suggestions?
Alex
13 Oct 2008, 16:46That code has msg statements split up over multiple lines, and these choice statements are curious:
choice <<--> choose <fighterkitselect>
Not sure if phpBB is ruining the file though - maybe easier to attach it instead?
choice <<--> choose <fighterkitselect>
Not sure if phpBB is ruining the file though - maybe easier to attach it instead?

Thanatos
14 Oct 2008, 03:14The <<--> is a back option. So it shows up like this:
Berserker
Wizard Slayer
Kensai
<--
If I change the <-- to Back, will that repair it?
Berserker
Wizard Slayer
Kensai
<--
If I change the <-- to Back, will that repair it?
Freak
14 Oct 2008, 09:36IIRC, change it to $symbol(gt)$.

Thanatos
15 Oct 2008, 04:24Eh?
Please realise I don't understand code writing. Speak english
Please realise I don't understand code writing. Speak english

Elexxorine
27 Oct 2008, 17:24$symbol(gt)$ makes the '<' symbol, as it messes quest up normally. Replace '<' with that function where you want the player to see it.

Thanatos
28 Oct 2008, 03:55's ok. I replaced <-- with Back and now everything works fine. Thanks anyway!