Insane Scythe Guy
-
Posts
20 -
Joined
-
Last visited
Never
Content Type
Profiles
Forums
Blogs
Posts posted by Insane Scythe Guy
-
-
Well, the creator of the shades was wise enough to prevent them from being taken out by mere adventurers.
the ice shade was probably the hardest, even with a couple of divine hosts those hostile vengeful shades were to be quickly disposed of and thus slowed down the destruction of their master.
-
So if the nephil dished out approx the same damage ranged as in melee (talking about bows like of Decay or of Submission here), it is due to his racial preference? With such discrepancies like Melee 2 and the other mentioned already?
Anyway, what I really want to find out is if your archers do the same ridiculously small damage to enemies later on (like Vahnatai just after emerging from the tunnel east of Bargha, where I inflicted between 8 and 20)?
It turned me down, compared with my pole-wielding fighter who could make it 20+20, the non-slith one.
-
In my party I had a nephil archer and human pole fighter. I know that pole weapons are supposed to be the strongest (or next to) weapons in the game, but the damage that the nephil used to inflict was ridiculous. It could compare to the punishment he used to deal with swords that he had on, and in the end he had near 19 Bows/9 Shapshooter/11 Dexterity, and his Melee was 2.
And he always got the top tech bows possible.
Where did I go wrong? Or didn't I?
-
I basically was able to open the door above the Kelner's room in the Colony. It's just about these doors in the same "section" with the blue demon guy whose head I was after. There was a room with two mutant lizards and I meant the door east of them.
To think of it, perhaps the second key is the one that opens it, because having the first one I wasn't able to get in.
Anyway, I'm long past this problem, been to this room.
Thx everybody
-
Might be SPOILY here, in case anyone minds
So, when u agree to kill the demon in the upper floor in the Tower Colony for Kelner, u get a key. It's description says that it opens some doors in the upper floor of PATRICK'S TOWER. This fake info got me stuck for a good while when I was trying to finish this quest. The same is with the second key that Kelner gives you, as the a reward - Patrick's Tower.
Anyway, this first key probably gets me nowhere in the upper floor, as the door in the SE corner of the left section upstairs won't open - the message about the lock being complex and me not having the proper key pops up. My Unlock Door spell wasn't very powerful when I last visited there. Can Unlock door open it at all?
-
Yeah, in contrast to previous parts of Avernum series, Slow does work on most enemies, even those elite ones (in Av3 Erika, some mages and other strong enemies usually resisted it).
I miss the "curse all" spell, dating back from Exile. Why can't I curse enemies now???
Bah, too bad. Gotta do with those jinx blades.
-
I have a call that uses some buffer stuff and in the end I have a string variable with whatever I want it contain.
larde_draw_pic_dialog requires, besides a picture, label_text.
Can it be a string variable? Or will it not work?
Has anyone tried such a trick?
-
From Wikipedia Reference Guide:
short move_to_loc_x_y(short which_char_or_group,short x,short y)
Has the character move as close a possible to location {x,y}. If the character is already moving, the old destination is forgotten. Returns 1 if the character doesn’t move (because it is close already or can’t find a path there), 0 otherwise.
Does this no longer apply?
-
In my creature script (haven't got it handy at the moment, though) I have the creature summon a specific monster on one of nearby spots nearby under the following conditions:
the spot is visible (easy to get)
some health vs max health or energy (easy to get)
the spot is unoccupied (also easy to get)
the spot is reachable - i.e. if its height is greater/lesser than where the summoner is then the script is to make sure that there is a way for the summoned one to climb it up); also to check if the terrain in there allows creatures to go on that space (hopefully the call works that way).
For the last condition I use the call
if (move_to_loc_x_y(co-ordinates go here) == FALSE)
so that the summoner is not going there and the path is not blocked.
Then, and only the may the summoned guy be, well, summoned.
But will this call work? Theoretically, of course.
-
I want to make a ledge which characters can sit on and when they do, they are to sit on the ground, not in the air.
is this possible to be implemented?
-
Shame on me

I found out that my outdoor script was not right after all. It missed all those three very significant states, even if they are empty (start state, etc. etc.)
I started to inspect my outdoor script closely when I found out that the game didn't recognise this script at all, not just the outdoor_enc_result call.
it seems that you can put this call anywhere in the state as long as you want to avoid any if's in it
(so
message_dialog ("blah blah","");
outdoor_enc_result(whatever here);
will result probably the same way as reverse).
And I thought it was the guilt of corrupted editor zip I had...
-
Hello guys, has anyone had trouble with this call?
I've tried it on both wandering and preset monsters with the party outdoor. It looked about that
State when met: 21
beginstate 21;
outdoor_enc_result(2); //the party doesn't have to fight, monsters disappear, will //reappear later
reset_dialog();
message_dialog("text I want to display","");
break;
I removed reset_dialog() but it did neither help nor hurt.
As for the result, the party had to fight and nothing was displayed.
So I tried to enter this 21 state both when the enc would be won and when it would be fled. But the game seemed to ignore any called states.
No messages about bugs in scripts and I've made sure they are all right.
Help please.

A4 - Dispel Barrier spell
in Second Avernum Trilogy
Posted
You need to find R-I's first hideout before you can complete that quest. The demon in the ToM is nothing compared to the vahnatai trap in Fort Remote.
By virtue of me also doing quests in funny order, I ended up having done all the non-linear quests possible in the Great Cave before even taking Houghton's quest to free the Vahnatai from Almaria, so when Correlea kindly asked me to punch the Shade and get some of its nasty flesh to a vial, I was pretty tough. But that is the advantage of us Never-Doing-Quests-In-Creators'-Intended-Order-Players.