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Niemand

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Everything posted by Niemand

  1. One spell that I never though very highly of was smite. It is relatively expensive to cast, doesn't do much damage , and doesn't hit many targets. I usually end up wishing that I hadn't wasted my priest's time with it. I liked it a lot when haste level 3 affected the whole party. That really came in handy.
  2. However, floors 72-74 match terrains 90 etc. if the terrains have adjust 155.
  3. Try copying the terrains 90-101, and giving them a te_icon_adjust value of 155. That may be close enough for you.
  4. No, you can't dynamically remove scripts. Instead, modify the script so that it checks the flag in question. and does stuff only if is not 1: Code: if(get_flag(get_memory_cell(0),get_memory_cell(1)) == 1) end();//do whatever should be done if flag is not 1 This code will check a flag that is determined by the value of two memory cells, and if the flag is 1, stop the script from doing anything else.
  5. CPeters: Ok, I didn't need a lecture, all you had to do was tell me that the file I was trying to get Windows users to download was a .sit file. I'll be happy to swap the code .sit files for .zip files. All the same, .sit is pretty much the standard for Mac files, so I'm not going to change the program downloads themselves. Furthermore, I completely disagree with your analysis of Stuffit; I love that program because it can compress and decompress every format I've ever seen, and at least up through mine, every Mac came with a copy of Stuffit Expander. (Besides, Stuffit 8.0.2 is only 6.8 Mb ) I can appreciate your concern over image sizes, my only internet access is by dialup. For this reason, I go through my images obsessively compressing them, and using whatever format turns out to give the smallest size while retaining quality.
  6. Freewebs is ok, but they are a bit tricky. They will give you free hosting with ~40Mb of storage, but they limit you to 50 actual files put in that space, which is both a bit strange and annoying. If a small website is all you want it could work just fine for you, though.
  7. The Avernum engine isn't actually doing anything except checking over and over to see if it needs to do anything, I think. It's not a very efficient system, and there are better ways to do event handling.
  8. Kelandon and Thuryl: If you want to take those programs off of your respective sites it's fine with me. After all there's no point in storing the same thing over again. Thanks for hosting the programs until I had a website though. Thuryl: I wasn't trying to post a link, I was just trying to make clear what image I was talking about. It still won't work for me when I remove the comma. It seems that for whatever reason the images won't load in Safari, though I find that they do in Firefox. I'm guessing that it's the fault of Freeweb's template, since I've never seen a problem like this with any other website.
  9. Those ships look great! I can't wait to try them out in my scenario. Thanks a lot for making them, Pyrulen!
  10. Er, hate to tell you Ephesos, but several of the graphics, such as http://www.freewebs.com/ephesos/Images/Sanctuary1-medium.png, don't seem to want to load. It's fine otherwise. I like the undead prohibition.
  11. Since most of the material on my website relates directly to scenario design, I thought I would announce it here: I have a website now. Now that you know this, you may wish to visit it . As it is clearly labeled, it's still under construction to some degree, but so far it has both of my utility programs, some of my BoA scripts, and information on my progress on my scenario. EDIT: Fixed the link to go to the main page.
  12. I would like to make note of the fact that the mac OS X versions of Avernum 2, Blades of Avernum, and Avernum 4 all behave in this same way; when sitting totally idle, they use up all available cpu time. I noted that the BoA Editor was doing the same thing, and possessing the source code for that program I was able to fix the problem by altering it to not poll constantly for events. I suspect that Jeff used similar event handling in his other programs.
  13. For that wall, try setting te_cutaway_second_icon to be a blank graphic and see if that can help.
  14. I've been putting this off for much too long, but I've finally concluded that I can't do it for myself: I need a set of terrain graphics for a sailing ship. It needs to face north and preferably be three spaces long and have two masts. If anyone can draw such a thing for me, I would appreciate it greatly.
  15. I had a similar experience, not though not directly editor related, where had a script that was supposed to set off explosions randomly around wherever the party went, yet it only seemed to work in the NW and SE quadrants of the town. It took me several days of work to determine that my entire mistake was a line in the script, where I accidentally set the y coordinate for the explosion equal to the x coordinate, so that all of the explosions ended up distributed around the line y=x. In the end it was a little depressing when I realized what a small and stupid mistake it was.
  16. Perhaps I'm a bit slow, but is this the total number of creatures that were placed in the town using the editor, the total of all creatures alive in the town at the time, or what?
  17. The Castle's zone script checks every turn to see if Starrus is alive. If he isn't, the script displays a note about you being captured etc. It also notes that the zone has become hostile. Interestingly, it looks like it will then take until the next running of the zone script's START_STATE for the party to be killed. So, you could get away with it, I think, if you killed Starrus, and then got far enough away, and stayed far enough away, in a single turn, that the Castle's script never got to run again. This is in fact quite far, I believe, since I have noted that scripts in Almaria begin to run when the party arrives in Camp Samuels by teleporter.
  18. The tome is useful. If I remember rightly; it helped me find a hidden item that I would not otherwise have found, because I never found that actual book that described the hiding place. And of course, yay xian shrub!
  19. From the BoA Editor Docs: Quote: State 2 is automatically called by the game every turn the party is in the town. You can also write START_STATE as the number of this state. I have never had a problem with this not occuring every turn, and is it really so critical that your message be displayed after exactly 10 turns? I have done this type of thing a number of times using the town script and it works fine. One good reason to put your time checking code in the town script and not the scenario script is that it takes a bit of time to do the check, and so if you have a large number of checks, it can slow things down. So, it's better to have this happen only when you're in one town than through out the entire scenario. Besides, if the code applies to only that one portion of the scenario, it is a good idea to place it in the script that relates to that part of the scenario directly. That way the code easier to understand, maintain and alter.
  20. Yes, I'm sure that I once located and killed a gaurdian because it used a candle.
  21. I wasn't aware of that, since I know that they could in A2. I can do without it though.
  22. I wanted to make the effect of a candle, so that it would appear that the creature was glowing. I can't think of any other way to do that than a light emitting item.
  23. Well, dang. I guess I'll think of something else. I can simulate two out of the three effects that I wanted, and I guess I'll just not have the third. The other settings for do_attack_tactic() certainly work; I have used those a great deal without difficulty.
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