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Boots

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Everything posted by Boots

  1. It sounds like that is what TM did: inserted the icon into resource 553 of the .cmg file. I just tried it myself, using one of the prefab icons, and it didn't work -- though the Editor has been fairly spotty about recognizing other custom graphics (I've run into that phantom "out of memory" error a good deal), so who knows.
  2. Don't enter the structure in which the ladies live. Go around its side and search along the swampy southern wall of the town map itself. My memory is that the amber is against the western wall of a passage running along that southern edge; you enter the passage from the east, so its opening is somewhat hidden if you're approaching from the west. Confusing enough? You'll know you're getting close when a dialog box informs you of the enormous numbers of bugs (I think).
  3. Do you mean absolutely stay put? To glue him or her to a spot, set memory cell 0 to either 2 (never move ever) or 1 (move if a target appears) [page 39 of Editor manual].
  4. I can't figure out why there aren't 43 replies of drooling enthusiasm in this thread. This would be the greatest thing since, well, all the other great things you've done for Blades, Brett. Comments: I'm basically a strategically-shaved gibbon when it comes to scripting, so I wouldn't mind a comments requirement; that said, *i's comments for his mage-killer script are more than sufficient. Categories: I recall some pretty developed notions about new skills (tool-building was one; I'd add forgery) floating around these parts; also, scripts called by items. Such things could fall under "cool stuff," perhaps. I suppose the question would be, should the categories be defined by game-play effect or by design function (i.e. Town, Terrain, Creature, as Drakefyre suggests)? A few game-play categories might be useful only because complex effects could involve multiple design functions.
  5. I haven't looked at the coding for the available examples -- still wasting time playing the scenarios -- but on the basis of that play, I'd be interested in somebody tinkering with NPC combat scripts. The ones in VoDT and Small Rebellion seem to depend too much (solely?) on line-of-sight with hostiles when deciding where to move, so one frequently has to leave combat just to get an NPC to catch up with the PCs (and if the NPC had the bad luck to enter combat around a corner from the action, he or she is unlikely to join). In sustained sequences (say, the SR mission against the Empire's hidden fort), this can be a pain. They're also unimaginative about target selection, though that is easily adjusted. EDIT: Of course, now that I actually read your entire post, I see that next week may deliver just this. Sorry.
  6. Probably no help for your problem, but for reasons I still don't understand, Safari wouldn't download the Editor (returned similar errors); I had to use Netscape.
  7. For clarity: by "spawned," you mean "placed," right? (another call, spawn_creature, activates a creature with a specified character number at a specified spawning point). There's always char_on_spot: you could call that after the place call and identify the placed creature. Seems unduly clunky, though -- my kind of coding! -- so better wait for responses from beta-testers or those who actually know what they're doing.
  8. Void Master: Apologies if this has been asked and answered; the search function isn't working for me, so I'm asking it here to save a thread, should it be old news. Is the Louvre going to host "Custom Scenario Graphics"? (450x450 intro pics, 200x200 & 400x400 pics for dialogue boxes, and 64x64 dialogue pics). Not that I have now or will ever have any.
  9. Nethergate/Avernum does tend to have better mechanics for the kinds of stories Spiderweb likes to tell. But any number of talented Blades designers have taught me that, should you want to tell some other kind of story, the dowdy old Exile engine can do some spectacular things. If you can excuse VoTD's gameplay suffering from its understandable interest in demonstrating design featuers to prospective scenario authors, it is worth slogging through it and the other prepackaged scenarios. Good stuff lies beyond.
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