Jump to content


More questions


  • Please log in to reply
51 replies to this topic
Ishad Nha Ishad Nha

Hand of Avadon

  • Member
    • Member ID: 4,773
  • 2,366 posts

Posted 12 June 2013 - 04:28 AM #36 More questions

You could alter the scenario data script to make the monster 100% fire resistant.
Edit:
This did not work.

sylae sylae

Wisebottom

  • Global Moderator
    • Member ID: 5,482
  • 3,333 posts
  • LocationPortland, Oregon, United States

Posted 12 June 2013 - 05:47 AM #37 More questions

alternatively, would it be possible to define a 'normal' floor with a lava pixmap, and then just implementing the lava logic yourself? Then the monsters should path over it, I would assume

nikki. nikki.

Humany-Wumany

  • Global Moderator
    • Member ID: 2,313
  • 7,448 posts

Posted 12 June 2013 - 02:40 PM #38 More questions

is there a reason you're not forcing monsters into the space with a call? kel makes drakes fly over chasms in Bahs, so it might be possible to do something similar here

Ishad Nha Ishad Nha

Hand of Avadon

  • Member
    • Member ID: 4,773
  • 2,366 posts

Posted 12 June 2013 - 06:51 PM #39 More questions

I think he wants them to move around freely on lava, not just point to point.
My tests have not involved combat, would that make any difference? Demons should be fire proof.

BainIhrno BainIhrno

Hand of Avadon

  • Moderator
    • Member ID: 3,311
  • 1,312 posts

Posted 13 June 2013 - 07:16 PM #40 More questions

Yeah, the monsters need to move freely around.

New problem: I've put in some shops that sell levels in Mage and Priest spells, but somehow they don't charge any money. I've checked the script, and compared it to the HLPM scripts, but can't find out why this is.

Ishad Nha Ishad Nha

Hand of Avadon

  • Member
    • Member ID: 4,773
  • 2,366 posts

Posted 14 June 2013 - 12:16 AM #41 More questions

The begin_shop_mode Call may be wrongly written, it should end with: shop number, buy price adjustment and -1, assuming they don't buy anything. Thus: "4,3,-1);"

BainIhrno BainIhrno

Hand of Avadon

  • Moderator
    • Member ID: 3,311
  • 1,312 posts

Posted 14 June 2013 - 09:31 PM #42 More questions

Here's my code - I'm pretty sure I've done everything correctly.

in goodevil.txt:


add_item_to_shop(32,5012,20);
add_item_to_shop(32,5026,5);
add_item_to_shop(32,5027,5);

in t5grandtempdlg.txt:

begin_shop_mode("Holy Training","Sarah is willing to improve your understanding of holy magic.",32,5,-1);

I wondered if there was a bug that caused shops that sell only one item to automatically sell the item for free, but that's not the case. I don't know what is going wrong here.

Ishad Nha Ishad Nha

Hand of Avadon

  • Member
    • Member ID: 4,773
  • 2,366 posts

Posted 15 June 2013 - 12:55 AM #43 More questions

"add_item_to_shop(32,5012,20);"
Maximum spell level is probably 5, but I don't know.
"add_item_to_shop(32,5026,5);
add_item_to_shop(32,5027,5);"
Clerical error, there are only 20 Mage spells, hence 26 and 27 are out of range.

BainIhrno BainIhrno

Hand of Avadon

  • Moderator
    • Member ID: 3,311
  • 1,312 posts

Posted 15 June 2013 - 07:17 AM #44 More questions

Actually, these are skills, not spells -- e.g. 5012 is level in Priest skills.

EDIT: I believe I figured out the problem - for some reason, the skill shops don't work properly in shops past a certain number, not sure which, but changing the shop to shop 2 worked.

Ishad Nha Ishad Nha

Hand of Avadon

  • Member
    • Member ID: 4,773
  • 2,366 posts

Posted 16 June 2013 - 12:09 AM #45 More questions

My mistake about mage spells.
That could be true, BoA is full of quirks. I assume you followed the stipulation that "Any given shop can only have 25 items in stock."

You may or may not find that there is also a maximum level of skills that can be sold too. At some point I will have to test this.

Kelandon Kelandon

!!!

  • Global Moderator
    • Member ID: 2,682
  • 9,809 posts

Posted 16 June 2013 - 09:25 AM #46 More questions

That's interesting. I can't remember having heard of this before. The HLPM has shops from 0 to 18. It looks like Where the Rivers Meet goes up to 25. I can't immediately find anything that goes to a higher number than that, though, so it's possible that there's a bug past 25 somewhere.
VCH: I believe we settled this way back when: Kelandon was the most attractive.
SoT: You'd be happy, too, if you were such a clever spider.
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!

Ishad Nha Ishad Nha

Hand of Avadon

  • Member
    • Member ID: 4,773
  • 2,366 posts

Posted 16 June 2013 - 07:33 PM #47 More questions

My A1 Template, available from True Site, has around 100 shops. Most of the shops don't have the dialog to activate them.
Edit:
Shop 34 at the Tower of Magi, run by Brantford, sells normal items okay. Now I will have to look for a shop selling skills.
I tried this with the A1 Template, when I used shop 32 I got the free lunch found by Bain-Ihrno. But when I used shop 77 it was all too normal. On both occasions I switched Brantford's normal shop, #34, with #32 or #77. Tower of Magi is where you find Brantford, he is in the northeast part of it.

BainIhrno BainIhrno

Hand of Avadon

  • Moderator
    • Member ID: 3,311
  • 1,312 posts

Posted 19 June 2013 - 09:38 PM #48 More questions

If this is indeed a bug, we may want to document it.

On another note, does anyone know which ingredients are needed to make which potions. I can't find anything in the Character Info or the docs, and I thought it might be helpful to players (and make more sense) if when they find the recipe in a dungeon, for them to be told the needed ingredients.

Kelandon Kelandon

!!!

  • Global Moderator
    • Member ID: 2,682
  • 9,809 posts

Posted 19 June 2013 - 09:50 PM #49 More questions

It's on the potion-making screen when you actually use the ability. So you hit u, then a, then mouse over whatever potion you want, and it tells you the ingredients.

For the record, they are:

Healing Potion: Healing
Curing Potion: Healing
Hasting Potion: Energetic
Energy Potion: Energetic and Spiritual
Strength Potion: Spiritual
Graymold Salve: Graymold
Balm of Life: Healing, Spiritual, Energetic
Healing Elixir: Toadstools, Healing
Hasting Elixir: Spiritual, Energetic, Toadstools
Energy Elixir: Spiritual, Graymold
Rogue's Elixir: Energetic, Toadstools
Strength Elixir: Spiritual, Toadstools
Bliss Elixir: Mandrake, Healing, Spiritual
Restoration Brew: Mandrake, Graymold, Healing
Protection Brew: Spiritual, Energetic, Mandrake
Heroic Brew: Graymold, Spiritual, Mandrake, Toadstools
Invulnerability Potion: Mandrake, Toadstools, Graymold, Energetic
VCH: I believe we settled this way back when: Kelandon was the most attractive.
SoT: You'd be happy, too, if you were such a clever spider.
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!

BainIhrno BainIhrno

Hand of Avadon

  • Moderator
    • Member ID: 3,311
  • 1,312 posts

Posted 17 July 2013 - 05:48 PM #50 More questions

Okay, very stupid question: which number calls the sound you would hear with the Forcecage spell? I've tried almost every plausible sound.

Ishad Nha Ishad Nha

Hand of Avadon

  • Member
    • Member ID: 4,773
  • 2,366 posts

Posted 17 July 2013 - 06:46 PM #51 More questions

The sound may be "hard-coded", written into the Blades of Avernum.exe program itself, for all I know. Hence it may not be one of the sounds listed in the BoA documentation. You can choose the best fit from the list of sounds.

Kelandon Kelandon

!!!

  • Global Moderator
    • Member ID: 2,682
  • 9,809 posts

Posted 18 July 2013 - 06:42 PM #52 More questions

I believe it plays sound 164. No sounds are hard-coded.
VCH: I believe we settled this way back when: Kelandon was the most attractive.
SoT: You'd be happy, too, if you were such a clever spider.
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users