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Posts posted by Kelandon
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The creations look mostly the same, although I'm sure he's adding a few more.
As far as I know, Jeff usually doesn't release information like this. He just releases screenshots sometime around the time of beta, releases the game when it comes out, and that's about it.
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Hi. I am not amused.
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The creator of this topic is probably guilty of several counts against the CoC, which I am not going to bother to enumerate here since this is probably a throwaway account. Suffice it to say that if this is repeated, a ban will most likely ensue.
Spam is bad, yo.
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Jeff always makes for Mac first. Since he's just about the only person who does this, I think you have little to complain about.
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Jeff always makes for Mac first. Since he's just about the only person who does this, I think you have little to complain about.
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This sounds like it would require a full RP board. You might want to take a look at the less-ambitious but actually functional The Empire Always Loses RP or try to start a single RP in one of the towns — I'm not sure what the status of the last one is at this point, but I think it's deceased.
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At some point I'm going to make this a text document and post it somewhere, I think. It's useful.
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Er, this may or may not help, but from the walkthrough in the forum header:
"Walk along the path, ignore the wheel, then make it to the lever. Pull it, and pilot it out to the water area, and take the upper path. I'll let you figure this out, but it's not too hard. Then just keep pushing the block up the stairs. The block won't fall off the cliff either. Move back onto the rune, and uh oh! Just push it south through the secret door. Jump down after it, and move it back onto the rune. That's it."
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Oh, you meant the paint functions of Appleworks... my apologies for not reading closely. You may be able to fix the Appleworks format issues by opening and saving your graphics in Preview.
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1. The call set_state is pretty much only useful in a creature or terrain script. There, it will run the state on the next turn. In any other script, as far as I know, it just ends everything.
2. I don't know. I wouldn't count on it.
3. As far as I know, it's 10 total.
4. As far as I know, it spawns in the same place as the original creature was placed. If you want to place a monster that doesn't do that, use place_monster.
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If you're talking about the "Call to Action" thread, it's here . You probably have your settings such that you see only the past 30 days of topics.
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Raise your hand if it took you until just now to figure out that "Ash Lael" is the other half of The Creator.
In other news, we don't really keep anyone from playing BoE, although it is a way of finding the best scenarios made so far. It only fits half the "secret club" designation.
But, er, yeah. This post really has no point. I'll try to be more useful in the future.
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Um, you may wish to read the first question in the Players\' FAQ .
Welcome to the boards, by the way. Leave your sanity at the door.
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Look at VoDT. Note that... oh, hell. Read this . The last part (about dialogue) is for you.
EDIT: You may also want to take a look at the Cookbook\'s section on dialogue .
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set_flag(0,20,0) = 0;
This line's no good. Keep it as just
set_flag(0,20,0);
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Note that this doesn't actually allow you to write dialogue, though. If you want to do that, you have to make a dialogue script for the town and set the creature's memory cell 3 (assuming you're using basicnpc) to the number of the first node that the creature is using (the first one will be 1).
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Two things:
empty_skins == 0;
This doesn't work. You need only one equals sign ("empty_skins = 0;").
has_special_item(1) == empty_skins;
This doesn't work for two reasons, one of which is described above. The other is that you can't set a short the way you can set a variable. Use an SDF or another variable to hold this value if you need to hold it.
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It would be a nice touch. Not necessary, but nice.
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Note that run_dialog is a SHORT, not a VOID. That means it's a number. If you want to make it do something, you have to do something like this:
Code:choice = run_dialog(1);if (choice == 1) end();
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I was the one that linked to it. The Exile Trilogy sadly lacked walkthoughs in the forum header, which the Avernum Trilogy had. Someone made me aware of the existence of those walkthroughs, and I linked to them.
I appreciate the work, by the way. I steal all of my answers to questions about the games out of walkthroughs.
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You may want to look at examples of this. All of the pre-packaged scenarios have custom graphics.
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The download sites for those scenarios are listed on my site, specifically in the Players\' FAQ .
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Nethergate is quite good. I've been toying with the idea of a Blades of Avernum-Nethergate crossover — since you can make scenarios that would look a lot like Nethergate using BoA — but I never really had any idea how such a thing would work. Maybe someday far down the line.
Anyway, Nethergate is worth your money to buy. It's one of the community favorites, even though it didn't sell as well as the others.
And, er, welcome.
Avernum online text RPG
in Avernum Trilogy (2000-2002 original versions)
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Neato. But you'll need an awful lot of people to get that board going. Good luck, and advertise shamelessly.
Signatures are a good place to advertise shamelessly.