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Everything posted by Lazarus.
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The script is fine. Make sure the party you're testing with has just entered the scenario (So don't use a save file with a party already in town 2.) If that's not it, insert some sort of message into the town start state to make sure the script is at least loading.
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The crypt on Bigail is another potential horse-trap, although it's your own bloody fault if you do since you leave the same way you came in (Didn't stop it from happening to me.)
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A3: Should I Start Over?
Lazarus. replied to madrigan's topic in Avernum Trilogy (2000-2002 original versions)
In E3/BoE (and the rest of the series?) picks only break when you fail. In the avernum trilogy you can break a pick even when you succeed. I believe BoA returns to the old way, where you only break when you fail (Seems like of all the games, I ought to best know how that one works.... Oh well) -
Use "choice = run_dialog(1);" to record the player's selection to the "choice" variable. Then you can use if statements to do whatever it is you want. For example: Code: choice = run_dialog(1);if(choice == 1){ //do stuff}if(choice == 2){ //do other stuff} I believe the BoA Cookbook goes over this in greater detail. Find it at Kel's page.
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If it can be done within the capabilities of the BoA engine, then there is no 'hard rule' against it. Whether it is wise to do so may be up to debate. The general consensus would probably be that creating Martians vs Sliths would be a bad idea, but nothing would be stopping you from doing so. On the other hand, making a scenario where you pilot a martian spaceship across the galaxy might be universally considered a cool idea, but its feasibility is questionable. In the case of your suggestion of the Anama or stone circles, you are well within the boundaries of the engine, and could also fit either into a sensible, enjoyable plot. So I don't think you'd hear objections from anyone. Edit: But to address the more general question, which seemed to be whether using Jeff's canon in your scenario is acceptable: yes it is. Scenarios can completely ignore avernum canon, can incorporate avernum canon, or even directly defy canon. Totally your choice.
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Gah!! (Where I bemoan my editor inexperience.)
Lazarus. replied to Balladeer's topic in Blades of Avernum Editor
I'll second what Niemand said. Cookbook == good. Wiki == sux. Kel has some articles on his site as well; they vary in scope, but I think he has some pretty broad ones that might be good for learning to script. The docs aren't too bad. Section 2 covers basic scripting fairly well, with the exception of 2.2 - 2.7 (which are useful but do indeed belong in the appendices-- which is why I moved them there on my computer.) -
Gah!! (Where I bemoan my editor inexperience.)
Lazarus. replied to Balladeer's topic in Blades of Avernum Editor
I think we can safely say that auto hills are "le sux" and call this whole thing a wrap. -
Which editor and now also other things :)
Lazarus. replied to AnarhIztok2511's topic in Blades of Avernum Editor
Oh, right. Been a while since I've drawn outdoors. -
Which editor and now also other things :)
Lazarus. replied to AnarhIztok2511's topic in Blades of Avernum Editor
The outdoor wall sets are incomplete. You can only draw the basic walls: N,S,E,W and corners. You can also only have 1 set of walls per outdoor section (either cliff or cave depending on whether outdoor section is underground.) The second set is identical to set 1. -
I've become so accustomed to your weekly nude shots that I didn't even realize you expected something in return this time. You might want to stop giving it away if you're going to start trying to sell it.
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Congrats all around, and thanks to everyone who competed, judged, beta tested, etc. And Bain, please send the scores my way as well, I'd like to put them up somewhere if you don't mind.
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I'm oblivious, but I still need to get this scenario done...
Lazarus. replied to Xaiya's topic in Blades of Avernum Editor
You relocate them to outside the town's boundaries. -
I'm oblivious, but I still need to get this scenario done...
Lazarus. replied to Xaiya's topic in Blades of Avernum Editor
relocate_char can be used to boot party from town. Again only from a special rectangle. -
This pissed me off to no end in A2. It's even worse when you're used to playing BoA (where the arrow keys work like they should.)
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They're in the mail. I'll have explanations later, for now I'll just say this: "Because I say so, and I'm always right."
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The shield mace is in the goblin/bandit lair in upper exile. Wyrmsbane can be gotten from the bunker in new cotra. The others (possibly with the exception of the bolt blade) don't exist in-game. They're available in the editor just for fun (and nostalgia value in the case of the demonslayer.)
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I'll have them soon. I've played all the scenarios, I just have some deliberating to do.
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You can't push the crystals twice, they get stuck in once you hit them. An easy way to know if you hit all the crystals in an area is to look out the window, and if there's lava in the 'trough' or whatever, it means you hit them all.
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Methinks someone is spoiled by his homebrewed averscript interpreter.
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Do you want to know which variable is highest, or do you want to know the value of the highest variable? If the second, then Niemand's solution. If the first, then you have a few extra hoops to jump through.
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I don't buy many levels of dexterity/weapon skills, at least not until strength and assassination are maxed, and even then luck gets preference. As for penalties, I don't know. My two warriors do 90% of the killing, so they always are far ahead in level and could probably afford to have some extra traits. My casters though don't kill much. I think they were around 30 when I beat E3, and even my most powerful BoE party doesn't have level 50 casters. So they probably couldn't take extra bonuses. Archery is worthless. I think the only passable bow I've ever found was some ridiculously broken bow from Echoes, but if you're using TM items you're pretty much a god party so at that point party build doesn't matter. 4 strength seems pretty solid. If you can afford a few extra points early then even better, but I wouldn't bother with it later in the game.
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Its a scenario with only text and frame animation (although no frame animation in S&P's case.) You don't fight or do anything in it, just watch and read. Alright, I remember that sequence now, but not how to solve it. Fortunately TM does (or did about 4 years ago.) Here is his response to a question about cold storage over at the lyceum: "You can do one of two things. Either destroy all of the generators (they're monsters with lots of HP), get control key 4 and get the hell out, or get control key 5 and deactivate the generators. Either way, be brisk about it, or be frozen alive."
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Signs and Portents is a movie scenario; am I missing something here?
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set_ticks_forward(value - get_current_tick()) will set time to value. Note that you can turn back time with a negative number, which is important here. tick_difference() is about as useless as it would appear. Great for those of us who don't know how to subtract... set_ticks_forward and get_current_tick are the important ones, and pretty much the only ones. I don't know of any tick calls not in the appendix, but if that's your question then why don't you say what the call is. You know, instead of just asking how ticks work.
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You just ran that box twice.
