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PoD person

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  • Birthday 06/15/1988

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Kyshakk Koan

Kyshakk Koan (9/17)

  1. I disagree. Your character would be able to see an enemy starting to weaken, and there's something about that last desperate burst to kill it before it kills you (rather than just reload because you're almost dead and you don't want to watch a death screen) that makes me incensed whenever there isn't a health bar.
  2. Jeff, I don't know how coding this would work, but would it be possible to make the game letterbox on widescreen monitors? G3 gets all strectched out on my 1920x1200.
  3. Also make sure that you're not placing doors, windows etc. from a wallset that doesn't have them. That pisses it off.
  4. Quote: Originally written by *i: Quote: Originally written by PoD person: Archaeologist recruits party as escort for expedition. Party clears out nasty bug infestation. Archaeologist retrieves artifact, attacks party, disappears. Party finds archaeologist on throne, he calls party uppity slaves and throws them in dungeon. Party learns of ancient slave rebellion, finds artifact of some sort. Violent confrontation with archaeologist ensues, he comes to, confused, and he and party hightail it out of there. A decent start, but needs more fleshing out. I'll offer a few suggestions that you are free to use in any capacity you wish: Probably more interesting if the party is a bunch of students or apprentices to the archaeologist. The stock hired adventurers is a bit too cliched. It gives a better motivation to why the party is there. Also, freeing their master from possession later on would make a good plot motivator. The artifact needs to be defined. I assume it possesses the archaeologist so what is it, an idol, a sword, or something else? Answer this question before proceeding anywere as the type of artifact dictates the story. Bug infestations are a bit cliched. They could work well, but make the bugs special or unique in some way. Preferably related to the artifact at hand. Perhaps a cult of Aranea could be fairly interesting. Throne? I got totally lost here. Almost feels like two separate scenarios at this point. You really need to flesh out where this comes from. Perhaps instead of searching for the artifact outright, how about they are searching for a Lost City in the mountains? Perhaps the people in the Lost City would have the trait of immortality (they can still be killed, but otherwise live forever) and they enslave mortals. Not sure how the violent slave rebellion works in? Is the artifact a different one or the same one? I'd vote for recovering the artifact, feels less random and two artifacts are a bit much. I neglected to mention that the scenario takes place in a ruin. I like your suggestion that the adventurers are not simply hired, but I don't think they should exactly be students of the Archaeologist. Rather, I'll say that they're students at the university where he teaches. They aren't archaeology students, they're military/magic students, and they're coming along as research volunteers, because the archaeologist doesn't know what's in the ruins, whose location he has learned of through some cliched means. I chose bugs to infest the ruins because they have the potential to be quite nasty while not being in any way supernatural. Basically, they're just the justification for bringing non-archaeology students along. I'm thinking though, that I might put the ruins in the snow and use some sort of Yeti/Abominable Snowman creatures. Or, perhaps, something using the swamp dweller graphics from ASR. Anyways, the nasty but not too challenging infestation defeated, the party and the archaeologist discover, in a place of prominence, an artifact. After messing with it a while, the archaeologist realizes that it is some sort of incredible advanced information repository, and starts reading from it. Perhaps, he even shares some information with the party, and they get boosts to certain stats/spells. As it goes on, he becomes more and more engrossed in the artifact. Eventually, the party gets bored and goes to sleep. When they wake up, Herr Professor has vanished. Without their chaperone and ticket home (try returning from a UROP without the sponsoring prof), the party goes into the ruins to look for him. When they find him, he is seated on a throne in the ruins. The throne room has remnants of an ancient battle everywhere. The party is relieved to see the professor, but he doesn't seem to know them. Instead, he seems to think that they are uppity slaves, and he reads some spells from his artifact, teleporting the party into a dungeon. I'm thinking the cell the party winds up in will just have a crumbled wall - the "professor" doesn't realize that the city is a ruin. While in the dungeon, the party should notice yet more signs of ancient violence - skeletons in loin-cloths weilding crude weapons collapsed next to ones decked out in flimsy ceremonial gear. Eventually, as they approach the throne room, they should find one, massive, armored skeleton holding a wand/orb/spell-casting item of some sort. When one character uses this on the "professor," the character should be transported to some abstract astral arena and square off with the shade possessing him. I can't really figure out a way to work a moral dilemma in there, except maybe for the party to run away or to just kill the professor instead of exorcising the ancient ghost.
  5. Archaeologist recruits party as escort for expedition. Party clears out nasty bug infestation. Archaeologist retrieves artifact, attacks party, disappears. Party finds archaeologist on throne, he calls party uppity slaves and throws them in dungeon. Party learns of ancient slave rebellion, finds artifact of some sort. Violent confrontation with archaeologist ensues, he comes to, confused, and he and party hightail it out of there.
  6. Not post count. Scenario count. 'Tis a meritocracy; get used to it.
  7. The prefix lets you know whether the function returns a number or not. If it's preceded by short, then the function will return a number that you can use in the script. If it's preceded by void, then it'll do something in the game, but won't return a number.
  8. Take a look at the first chapters of a C programming book. The docs don't explain C (which is what AvernumScript is) logic well at all. Once you get that, it's just a matter of finding the calls you need in the appendices.
  9. I'm not a tester, but, in the room where there is a Rentar-Ihrno shade with a pet dragon, you forget to turn off set_total_visibility() after the cutscene, so you can see everything and nothing is added to the automap.
  10. No, the memory cell holds the item class. The user would have to write his own state in the creature script. If there were two extra memory cells, maybe one could serve the purpose you describe, but I think the state belongs in the creature script, anyway.
  11. Use it for an "item vulnerability." Use who_hit_me(), then use char_has_item_of_class_equip(). If the character who last damaged the creature has a scenario-specific item equipped, call a state. like so: Code: if(who_hit_me()>=0){ if(char_has_item_of_class_equip(who_hit_me(), get_memory_cell(9), 0){ set_state_continue(whatever); }} EDIT: This code goes in the START_STATE...
  12. Well, if one were to recoil in terror from the cutscenes in Undead Valley and move on to another scenario...
  13. It was, in fact, accidentally triggered many times in Undead Valley. Of course, that's Undead Valley.
  14. Speaking of Morog's sceptre, every time I've tried to use it, my mage's hit percentage has been absolutely atrocious. How exactly does one go about improving it?
  15. I think pole weapons should be +1 level of melee damage with pole. Otherwise, this is great.
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