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Found 8 results

  1. Samcast

    Geneforge 4 small mods

    Been playing a bit of Geneforge 4 because i tend to enjoy it a little more the Geneforge 5. I made two mods which replace the pryo roamer with a guardian roamer while the other one gives you access to all creations. Geneforge 4 Mods any feedback would be nice, unless you all don't play it anymore xD
  2. Been trying to understand more on the scripts of the game. Is it possible to make our own edits to add characters to party. This code is used to add artila to PC's party. What does it mean by sf(41,20,1) and how do i replicate this. any help would be much appreciated.
  3. After a lot of work, I can finally present to all you Geneforge fans a new modification for GF5. The mod expands the content of GF5 without altering existing quests\endings\content by adding a new, large, quest chain for Shapers \ Lifecrafters (only for those). It adds choices, it doesn't remove any existing ones. The content is combat-light... unless you decide otherwise. The only assumption this mod makes aside of the game is...the identity of the amnesiac protagonist, that he discovers bit by bit. As such the quest chain can be completely ignored without any effect on GF5 game. Or... you can follow it, discover clues of who you are, choose to ignore or believe them, set up a research laboratory like so many NPCs have, discover amazing (but not game-breaking) powers and perhaps settle some old scores with past enemies. To be clear, the protagonist doesn't discover any concrete proof to confirm the theory on his identity. You even have the choice to reject the conclusion at the end of the identity quest as false. But if you do, you won't get the idea to build up the laboratory. I believe the mod increases the replay-value of GF5, since not only it adds exiting features and quests in certain locations, but you'll keep an eye open for the now much-coveted research notes in areas not affected by the mod. At the end of the quest chain you manage to do something most people considered impossible. Both people in the game and gamers that play the game alike. You can find the mod (V1.1) here: http://gamefront.onl.../GF5Origins.rar Installation instructions Clarifications EDIT: I'm working on a new mod for Warriors and Guardians. You take command of a Rebel outpost. See post 19 for more details. About my motives: Why I decided to spend that much time on a mod. Changes from V1.0
  4. I decided to start this thread to share scripting advice with similar minded people so that we don't have to reinvent the wheel every time. Using "exhaustive search" technique and this trick: In a dialog script (signposts are nice), put this temporary script (Remember to remove it after testing!): code = num=10; // It can be whatever number you want from the creatures in the zone // you can see the numbers if you use the editor. add_char_to_party(num); temp=1; while (temp<3005) { if (char_in_party(temp) > 0) { change_coins(temp); } temp=temp+1; } break; You talk to the signpost, creature 10 is added to your party (if spawned) and then you see its number from the coins you gained. I don't know how good you're in scripting, so I'll add this: At the beginning of the zone dialogue txt, you should have: // dlg.txt begintalkscript; variables; short num; short temp; MY PROBLEM: And that's a big one, so please help. Not all creatures seem to have a "total" number! After ~20 hours of work I can't find the number for the mages in the bone peaks. I can do some stuff to circumvent it and not lose a whole quest chain, but it would be far simpler and more efficient if I could find, or generate, some identifier for them to see if they're in party. Else if I put a flag when they're recruited and then they die or are dismissed, the events will keep happening...
  5. Gameman112358

    GF5 Artifact Baton Mod!

    Hello Geneforge fans! It is with great pleasure that I present to everyone my first mod for GF5. This mod implements new items into the game, namely, Artifact Batons. These highly modified thorn batons are designed around the idea of implementing artifact weapons into the game alongside the artifact armors that players can get over the course of the game. These batons function like regular batons, but with a few cool twists: - No reloading needed. These batons come with infinite ammo, meaning that players won't have to worry about running out of thorns mid-battle. - Powerful custom attacks. Each of the higher level batons have their own unique attacks, which can be easily modified in the scripts. One baton for example is capable of inflicting the Searing Lightning status effect on enemies. - Stat buffs. Much like artifacts, these batons increase your stats, depending on which baton you choose to craft. In order to make these batons, you need to gather the materials you need to make these batons, which you then have to visit the smithy in Mera in order to get these made for you. You will have to do a little bit of work to obtain these rare batons, but you will find that the reward is worth the effort. The mod is here (Version 1.1): https://www.dropbox.com/s/pesxxvq9t2aeuv8/ArtifactBatons%281.1%29.zip?dl=0 To install this mod: All you have to do is simply replace the appropriate script files with the files found in the zipped folder. Don't forget to backup your original scripts. Why did I make this mod? Well, first, I was having fun modifying the scripts, and I had the idea of adding artifact weapons into the game, especially considering that no game in the entire Geneforge series to my knowledge has any artifact weapons, only artifact armors. This is sorta to show how it can be implemented. Second, I wanted to release a mod that would help players that struggle to use combat oriented classes like Warriors, Guardians, and Shock Troopers. Weapons don't really scale as well as magic or creations in the Geneforge series, and this mod is sorta a way to fix that problem. Feedback and bug reports are welcome. EDIT: CHANGES IN 1.1. - Optimized the Scripts. For modders, that means that the script takes less lines of code, which frees up space if you're one of those people adding custom items or creations to the game. - Bugfix: Properly made it so that you can't obtain these artifact batons unless you have the money to pay for them (previously, you could get away with having no money, but still be able to get the batons as long as you have the materials. This is no longer the case). - Added two new batons: Commander's Baton and Physician's Baton. The readme has the recipes and what they do exactly. - Buffed the Ether Onyx Baton's Stun and Energy Resistance boost from +20% to +30%. Hopefully that makes the baton a little more competitive.
  6. Hey all, I've only just started working with scripts here. I had very remedial experience with Qbasic some years ago and that about sums up my current code experience. I want to make a custom terrain that's identical to the "pool" (number 285), but can be walked on/through. A puddle, essentially. I have read the how to document on this, up to and through the part about creating custom terrains. Still, I'm having trouble. The script I wrote does nothing, and I'm not even certain I've named/placed the file correctly. Could someone show me what the script for this would look like? Assuming there's no other scripting in the data.txt file, just the one custom terrain. Also, my scenario is called Yggdrasil. Should I name text file yggdrasildata or yggdrasildata.txt?
  7. vadymmykh

    Konstina... a truly sorcerer!

    When attacking Konstina in her camp I managed to kill her. Yes, kill her. Used a bit of tricks to block her path and the most deadliest spells I got at my maximum level of my trio. With the last hit she... disappeared. Simply. I know it's because I am not supposed to kill her, but I feel so good that I could 'crack the system', despite on Casual level.
  8. Hello there, and sorry for the upcoming annoyance. I have been re-playing a speed-playthrough of Avernum : Escape from the pit. I have played this games a few times in the past. This time i set difficulty on torment. I managed to kill Hawthorne. But with FOUR brooches because i 'am dumb and i did not remember the 5-brooches trick. I played six hours today with only autosaving, so my only last usable save is six tedious hours ago. I escaped from underworld during that and did a bunch of sidequests. I don't want to do that again. So, please, i would be ever so grateful for some help here. There must be a way of editing some file somewhere to either give me the platinum brooch just before leaping into the portal of Hawthorne's room OR to reset all flags concerning the teleporter augmenter (if i do a "backtothestart" to grab the brooch in hope to re-do the royal spire again, i am stuck afterwards for the Augmented Teleporter is inert. Or maybe is there even a way to make it so my saved game considers i have killed Hawthorne and voilà. Please help, you are my only hope *dramatic violins and choirs*
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