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bigblue

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Posts posted by bigblue

  1. i made custom items with my own graphics and want them to be unidentified, so that you have to go to the shop for identification.

    my script looks like this:

     

    begindefineitem 446;

    it_name = "gem";

    it_full_name = "Amethyst";

    it_value = 50;

    it_variety = 21;

    it_floor_which_sheet = 518;

    it_floor_which_icon = 0;

    it_icon_adjust = 0;

    it_inventory_icon = 1;

    it_weight = 10;

    it_identified = 0;

    it_charges = 1;

     

    but they are identified, when the party looks at them. the game tells me "item lore identified some items". is there a way to make my items be unidentified 'til the party goes to a shop for identification?

  2. Quote:
    Originally written by Bubbles:
    ok one more thing how do i find x and y coordinates? start counting from the center?
    you can also put an area description on the spot, the trapdoor shall be, to get the coordinates:
    use the button "room rectangle", i think, click two times on the field the trapdoor is in and look in the towns menue in area descriptions. there you can read the coordinates and delete the area description, cause you only needed it for getting the coordinates!
  3. can someone help me please?

    i try to use my own custom graphic as icon for my scenario. whatever i try, it doesn't appear! i found nothing about this in the docs.

    so, my graphic has 64x64 pixels, as recommended, i put it in my resource-file in resedit, gave it the sheet number 520 and told the editor to use sheet 520 for the scen icon. but it doesn't appear!

  4. You need extra graphics for the editor. the graphics from the louvre are for the game itself and you write a begindefineterrain-thingy in the scenariodata-file. the graphics for the editor are much smaller and are defined there, too.

     

    could look like this:

     

    begindefinefloor 130;

    import = 95;

    fl_name = "letterfloor";

    fl_which_sheet = 515;

    fl_which_icon = 0;

    fl_ed_which_sheet = 516;

    fl_ed_which_icon = 0;

     

    the last two define the graphic for the editor.

    you find example of the graphics in Blades of Avernum files/Terrain Graphics

  5. in my opinion, it is the best to go through from 1 to blades, because of the story. but i began with 2 and then 1,3,blades. doesn't matter that much. blades is best in my opinion, cause there are 4 small scenarios, and more coming, instead of one big story. but of the trilogy i think avernum2 is the best.

  6. it wouldn't have happended to you if you were using more than one save-file. for the future: i save every town i enter with the towns name and a number, ie 001tower of sixus, 002tower of magi etc. outdoors gets the savename 000, which i use very often, especially before entering a new town. so you can always get a short time back and need not starting over the whole game. ok, disadvantage: the saves cost a lot of space on your harddisc (or what is "festplatte" in english?)

  7. 1. you might get rid of the pillar by changing the height. (if you click 2 times in the editor from floor to terrain to height). it shows you the height by numbers, clicking increases the height, option-clicking decreases it) so you can also get rid of the pit in the other dungeons roof

    2. the dungeon with the slimes: cause it is based on secret doors, o searched all walls for more of them, could be bigger. and i looked for a wheel or lever to open the gate, which should be well hidden.

    3. bandits hideout: it's rather hard to stand directly in the frontline of so many archers, but good: forces player to look for the secret door.

    sign: "place items for submission into the treasure room into box"-> is my english too bad or is it an unfortunate expression?

    treasure room: it's too easy to get there, only 3 kills -> there should be traps, or the bandits appear, when you open the last box.

    and of course i used far sight to see, if you can get behind the walls in the north: you placed the same floor there as in the rest of the hideout, would be better blackness, so nobody would think that there could be secret doors

     

    please correct me, my english is rather bad, if you don't understand me, ask.

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