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Dintiradan

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Everything posted by Dintiradan

  1. By Ephesos: Quote: By Dintiradan: Quote: Odd, I just ran from him yesterday, like everyone else does. FYT, weakling. Okay, the "I just fought him" was a little misleading. I'm sure I could beat if allotted the fifty-some-odd skill points that each character has, or if I turned off Torment. But where's the fun in that? None of the usual tricks worked on him (somehow, he was able to continue casting his spell while dazed. Odd.). And even when I reduced his HP by half, he'd just drink a potion and continue casting. Your comments have inspired me, however. I shall spend the next five hours attempting to defeat the Cauldron Bones and Black Shades through sheer force of arms. EDIT: Pesky verbs. -------------------- Run away! - Monty Python and the Holy Grail
  2. By Ephesos: Quote: By Dintiradan: Quote: Odd, I just ran from him yesterday, like everyone else does. FYT, weakling. Okay, the "I just fought him" was a little misleading. I'm sure I could beat if allotted the fifty-some-odd skill points that each character has, or if I turned off Torment. But where's the fun in that? None of the usual tricks worked on him (somehow, he was able to continue casting his spell while dazed. Odd.). And even when I reduced his HP by half, he'd just drink a potion and continue casting. Your comments have inspired me, however. I shall spend the next five hours attempting to defeat the Cauldron Bones and Black Shades through sheer force of arms. EDIT: Pesky verbs. -------------------- Run away! - Monty Python and the Holy Grail
  3. Ever since A1 I have always played a Nephil Archer, Slith Polefighter/Meatshield, Human Priest, and Human Mage (technically, they are all Customs). No traits, although I do use them for my singletons in BoA. A Fast on Feet Nephil Archer in the 4-Point AP system is a deadly thing. The trick isn't to find the perfect party, but find the perfect tactics for your party. For instance, at one point I was ambushed by Plated Chitrachs and everyone died except for my mage. I found out just how powerful a hasted mage casting Ice Lances and Daze repeatedly was. Is it just me, or are the magic users much more powerful than melee/range fighters? Perhaps it's just the fact that I only bother to allot skill points every ten levels or so. By Ephesos: Quote: Of course, it's just fun when you can cast Daze twice in one round (particularly fighting Nociduas), as well as doubling up on RETRIBUTION!!! Odd, I just fought him yesterday. -------------------- Nociduas: You fools! Once I finish my thaumaturgy, I shall respond to your futile efforts in reducing my Hit Point total with a devastating Fireblast, and you shall... what are you doing? Hasted Adventurer: No thanks, I'd rather steal all your stuff as you are wasting your time. Catch you ten levels later!
  4. Ever since A1 I have always played a Nephil Archer, Slith Polefighter/Meatshield, Human Priest, and Human Mage (technically, they are all Customs). No traits, although I do use them for my singletons in BoA. A Fast on Feet Nephil Archer in the 4-Point AP system is a deadly thing. The trick isn't to find the perfect party, but find the perfect tactics for your party. For instance, at one point I was ambushed by Plated Chitrachs and everyone died except for my mage. I found out just how powerful a hasted mage casting Ice Lances and Daze repeatedly was. Is it just me, or are the magic users much more powerful than melee/range fighters? Perhaps it's just the fact that I only bother to allot skill points every ten levels or so. By Ephesos: Quote: Of course, it's just fun when you can cast Daze twice in one round (particularly fighting Nociduas), as well as doubling up on RETRIBUTION!!! Odd, I just fought him yesterday. -------------------- Nociduas: You fools! Once I finish my thaumaturgy, I shall respond to your futile efforts in reducing my Hit Point total with a devastating Fireblast, and you shall... what are you doing? Hasted Adventurer: No thanks, I'd rather steal all your stuff as you are wasting your time. Catch you ten levels later!
  5. Just a thought: the convention of making TALKING_STATE link to a dialog node is just that, a convention. You could give all the enemies a special version of basicnpc that does whatever special thing you want to do in TALKING_STATE. I haven't tested this, though, it's just a thought. -------------------- IF I EVER BECOME AN EVIL OVERLORD: I will not rely entirely upon "totally reliable" spells that can be neutralized by relatively inconspicuous talismans.
  6. Perhaps a re-write of 'basicnpc.txt' is in order. I wonder how you'd implement it; maybe in attack state, if it can't see the party, it would open the nearest door. -------------------- IF I EVER BECOME AN EVIL OVERLORD: I will not employ devious schemes that involve the hero's party getting into my inner sanctum before the trap is sprung.
  7. By Alorael: Quote: Of course not. The customer is always right. At the fast-food joint I worked at during high school, we used "Just Be Nice". Meaning that you were to be very kind to the customers when you informed them that they were, in fact, full of horse manure. -------------------- (Rant about people who confuse storyline with game mechanics. A2 could have been made on the Geneforge engine. Other things might have suffered, but the storyline wouldn't have.)
  8. By Zorro: Quote: Spiderweb Software, a shareware development house best known for its three franchises of Avernum, Geneforge and Galactic Core You forgot Nethergate. Prepare to be attacked by a blue-skinned Tyranicus. Quote: "Blades of Avernum", a scenario editor best known for its difficulty of use, especially when compared to its predecessor, Blades of Exile I hereby declare the new slogan of the BoA editor to be 'No Pain, No Gain'. Ah well. Good review anyway. (Lack of Vision?) EDIT: Typo. -------------------- IF I EVER BECOME AN EVIL OVERLORD: Even though I don't really care because I plan on living forever, I will hire engineers who are able to build me a fortress sturdy enough that, if I am slain, it won't tumble to the ground for no good structural reason.
  9. By RMEC: Quote: Avernum seems to be too specialized. It caters to min/maxers like me. Before entering Thalni's beta, I spent about an hour in Kel's HLPM, creating a party min/maxed towards the hidden skills. -------------------- (Distinct mowing sound.)
  10. By TM: Quote: (In all actuality, I agree with Thralni that alpha-testing can be incredibly difficult if you have complex bits of coding to do. I usually alpha-test these bits in particular immediately after I've made them to avoid incredible pains down the road.) I agree. Incremental testing is the name of the game. It cannot be stressed enough, for anything computer related. As for the question: I'm no expert, but I'd say the 'smaller' details such as dialog are the 'hardest', and most important. It's annoying to seemingly waste time on pidly details, but the dialog and other messages to the player are the most important for establishing the scenario's plot and atmosphere. (This is what I am repeating to myself as I write state after state after state...) EDIT: Apparently, HTML has only been enabled in the BoA forum. Back to 20 dashes... -------------------- But I'm betting your presence will negate rational thought within a 20-foot radius anyway. - Roy (OotS)
  11. Quasi-Topic-Related-Question (because I'm too lazy to start another topic): I made a creature script that would increment a SDF by the amount of a memory cell when it died. I made the general version first, then a made a specific script for summoned monsters - in INIT_STATE, I used set_memory_cell. I set the increment memory cell to -1 (the SDF kept track of the number of spawned creatures in the dungeon). However, the script didn't work. I redid it using variables instead of memory cells, and then it did work. So: memory cells cannot be negative? I looked in the docs, and they didn't list anything about the legal range of values. -------------------- IF I EVER BECOME AN EVIL OVERLORD: I will make it clear that I do know the meaning of the word "mercy"; I simply choose not show them any.
  12. Yeah, sorry about the huge, one-line conditionals. An unfortunate side-effect of taking a programming course where Perl was the language used. It became a friendly competition to see how few lines the assignments could be done in. Meh. I don't mind scripts. It's the moment of satisfaction when the thing finally works, after spending a few hours rooting out one bug. (And yes, the scripts work now. I've forgotten how scary black shades and guardians could be.) -------------------- IF I EVER BECOME AN EVIL OVERLORD: My door mechanisms will be designed so that blasting the control panel on the outside seals the door and blasting the control panel on the inside opens the door, not vice versa.
  13. Okay, got it now after taking a break then looking at it again: In the first script, both conditionals had parens. problems. From now on, I'm going to solely rely on Programmer's Notepad. I played around with the second for a while; something I did made it work. Don't worry: before I release the scenario, I plan to re-do the scripts for readability. A bit more playing around with a creature script, and I'll have a dungeon where creatures spawn in random locations, while keeping a limit on the number of creatures (no more flooding dungeons). -------------------- IF I EVER BECOME AN EVIL OVERLORD: When arresting prisoners, my guards will not allow them to stop and grab a useless trinket of purely sentimental value.
  14. Grrr. Peer editing time again. My first problem comes from a script intended to heal/charge a creature based on the current state of two SDFs. It worked fine when I linked it to some goblins to test it in a small scenario made for this purpose. Now, when I'm testing my scenario, I get: perheal Error: Bad term in expression in line 57. Here's the script: Code: // 'perheal' by Dintiradan - Version 0.2// A very simple, naive text. Creature attacks anything it hates nearby.// Once it has won, it returns to its home.// Also, each round there is a chance its HP and SP changes.// Unless Cell 5 is negative, the HP and SP will only change when the HP is below maximum.// Memory Cells:// Cell 0 - How creature moves.// 0 - If 0, wander randomly. // 1 - Stands still until a target appears.// 2 - Completely immobile, even if target appears.// Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this // is killed, set to 1. (Example: If cell 1 is 3 and cell 2 is 5, when// creature is killed, sets SDF(3,5) to 1.)// Cell 3 - Dialogue node to start with if talked to. if left at 0, this// character doesn't talk.// Cell 4 - Odds that creature will change HP and SP on a given turn.// The higher the number, the less of a chance.// If left at zero, creature changes its HP and SP every turn.// Cell 5 - Amount that creature will have its HP and SP change.// Cell 6,7 - When this SDF is 1, the creature can change its HP and SP.// If both left at 0, creature always changes its HP and SP.// Cell 8,9 - When this SDF is 1, the creature stops changing its HP and SP.// If both left at 0, creature changes according to cells 6,7.begincreaturescript;variables;short i,target;// Make all custom changes to the displayed behaviour here.short SPARKLE_TYPE = 3; // Green healing sparklesshort SPARKLE_NUM = 4;short SOUND = 24; // Generic prieststring DISPLAYED_TEXT = " glows for a moment, and its wounds knit.";body;beginstate INIT_STATE; if (get_memory_cell(0) == 2) set_mobility(ME,0); break;beginstate DEAD_STATE; // Set the appropriate stuff done flag for this character being dead if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0)) set_flag(get_memory_cell(1),get_memory_cell(2),1);break;beginstate START_STATE; if ((get_ran(1,0,get_memory_cell(4)) == 0) && ((get_health(ME) < get_max_health(ME)) || (get_memory_cell(5) < 0)) && (((get_memory_cell(6) == 0) && (get_memory_cell(7) == 0)) || (get_flag(get_memory_cell(6),get_memory_cell(7)) == 1)) && (((get_memory_cell(8) == 0) && (get_memory_cell(9) == 0)) || (get_flag(get_memory_cell(8),get_memory_cell(9)) != 1))) { change_char_energy(ME,get_memory_cell(5)); *** THIS IS LINE 57 *** change_char_health(ME,get_memory_cell(5)); put_sparkles_on_char(ME,SPARKLE_TYPE,SPARKLE_NUM); run_animation_sound(SOUND); print_named_str(ME,DISPLAYED_TEXT); } // if I have a target for some reason, go attack it if (target_ok()) { if (dist_to_char(get_target()) <= 16) set_state(3); else set_target(ME,-1); } // Look for a target, attack it if visible if (select_target(ME,8,0)) { do_attack(); set_state(3); } // Have I been hit? Strike back! if (who_hit_me() >= 0) { set_target(ME,who_hit_me()); do_attack(); set_state(3); } // Otherwise, just peacefully move around. Go back to start, if I'm too far // from where I started. if ((my_dist_from_start() >= 6) || ((my_dist_from_start() > 0) && (get_memory_cell(0) > 0))) { if (get_ran(1,1,100) < 40) return_to_start(ME,1); } else if (get_memory_cell(0) == 0) { fidget(ME,25); } // if we're in combat and the above didn't give me anything to do, just // stop now. Otherwise, game will keep running script, and that eats up CPU time. if (am_i_doing_action() == FALSE) end_combat_turn();break;beginstate 3; // attacking if (target_ok() == FALSE) set_state(START_STATE); if ((get_ran(1,0,get_memory_cell(4)) == 0) && ((get_health(ME) < get_max_health(ME)) || (get_memory_cell(5) < 0) && (((get_memory_cell(6) == 0) && (get_memory_cell(7) == 0)) || (get_flag(get_memory_cell(6),get_memory_cell(7)) == 1)) && (((get_memory_cell(8) == 0) && (get_memory_cell(9) == 0)) || (get_flag(get_memory_cell(8),get_memory_cell(9)) != 1))) { change_char_energy(ME,get_memory_cell(5)); change_char_health(ME,get_memory_cell(5)); put_sparkles_on_char(ME,SPARKLE_TYPE,SPARKLE_NUM); run_animation_sound(SOUND); print_named_str(ME,DISPLAYED_TEXT); } do_attack();break;beginstate TALKING_STATE; if (get_memory_cell(3) == 0) { print_str("Talking: It doesn't respond."); end(); } begin_talk_mode(get_memory_cell(3));break; In all likelihood, it's a problem with that huge conditional. I already found one missing parenthesis. My second script tries to have a monster spawn in a random close location. When running it, I get: t4cmine Error: Missing integer in line 23. The script is: Code: // 4: Crystal Minebegintownscript;variables;short choice,rand_x,rand_y;short MAX_SPAWNED = 6;short SPAWN_ODDS = 5;short SPAWN_RANGE = 6;body;beginstate INIT_STATE;break;beginstate EXIT_STATE;break;beginstate START_STATE; if ((get_flag(4,2) != 3) && (get_flag(4,1) < MAX_SPAWNED) && (get_ran(1,0,SPAWN_ODDS) == 0)) {*** THE FOLLOWING IS LINE 23 ****** I TRIED IT A COUPLE OF WAYS, ONE IS COMMENTED OUT *** rand_x = get_ran(1,-SPAWN_RANGE,SPAWN_RANGE) + char_loc_x(random_party_member()); rand_y = get_ran(1,-SPAWN_RANGE,SPAWN_RANGE) + char_loc_y(random_party_member()); // if (get_ran(1,0,1) == 0) // rand_x = char_loc_x(random_party_member()) + get_ran(1,0,SPAWN_RANGE); // else // rand_x = char_loc_x(random_party_member()) - get_ran(1,0,SPAWN_RANGE); // if (get_ran(1,0,1) == 0) // rand_y = char_loc_y(random_party_member()) + get_ran(1,0,SPAWN_RANGE); // else // rand_y = char_loc_y(random_party_member()) - get_ran(1,0,SPAWN_RANGE); if ((get_terrain(rand_x,rand_y) >= 450) && (get_terrain(rand_x,rand_y) <= 464) && (char_on_loc(rand_x,rand_y) == -1)) { if (get_ran(1,0,1) == 0) { if (has_special_item(1) == 0) place_monster(rand_x,rand_y,243,0); // Black Shade (Invisible) else place_monster(rand_x,rand_y,246,0); // Black Shade (Visible) } else { if (has_special_item(1) == 0) place_monster(rand_x,rand_y,244,0); // Guardian (Invisible) else place_monster(rand_x,rand_y,247,0); // Guardian (Visible) } play_sound(-165); print_str("A patch of fog close to you swirls around suddenly."); inc_flag(4,1,1); } }break; I think the line numbers are reported wrong... if you need me to clarify anything just ask. Now to see if the scripts are displayed right; Notepad botches them up. EDIT: Yep, it seems UBB likes my tabs better than Notepad. Sorry about the length, I wanted to include the entire scripts; I think the reported line errors are screwed up. Also, sorry about the current lack of useful comments. I can clarify something if you need me to. -------------------- (Bashes head against wall. Repeatedly.)
  15. For your own personal use, or to get some specific effect in your scenario? If you change the graphics, then any other scenario you play which uses them (be it for cutscenes, traps, or some spells, which all - I think - use them) will have the same changes. It'd also be annoying for anyone wanting to play the scenario; they'd have to keep track of which graphic is the right one for each scenario. I'm not quite sure what you want to do. Is it some special effect for a cutscene? I'd suggest making special terrains for the effect, then running them in sequence in the cutscene. Hope this helps. -------------------- Life is much, much more than a hyperbole.
  16. (Because you and Kel seem a little lonely in this topic.) The Script Reference had been kind to me so far. If I find any errors in it, I'll let you know. How exactly will you rewrite the Docs? Novice-friendly, or concise for the power-user? Anyway, between creating a scenario, finishing A4, and maybe creating "AvernumScript Light" (an auto-scripting tool for novices I've been toying with), I don't think I'll be able to be of much aid. EDIT: By CPeters: Quote: (The two had something to do with strings, IIRC. I'll provide more accurate information when I'm not so tured.) It shows. -------------------- IF I EVER BECOME AN EVIL OVERLORD: If the hero runs up to my roof, I will not run up after him and struggle with him in an attempt to push him over the edge. I will also not engage him at the edge of a cliff. (In the middle of a rope-bridge over a river of molten lava is not even worth considering.)
  17. EDIT: ARGHHHHHHHHHH!!!!!!!!! Okay, here's what happened: - I fanatically back up all my work. Normally, I keep my current work in the Data folder, and keep the latest finished version in the Scenario folder. - The first error I noticed was that the town did not have the script listed in Town Details. I changed the copy in the Data folder, but not the one in the Scenario folder. - I tried every single possible combination of calls in the script, not knowing the game had no way to refer to it. Moral of the story: yes, there is a downside to frequently backing up your work. You may all point and laugh now. (By the way, it works now. Even the guardians who heal periodically based on the current state of two SDFs. If anyone wants this creature script, let me know.) -------------------- (Self-facepalm.)
  18. Okay, a little peer editing would be nice before you all point fingers and laugh: I've started scripting, and in one town I can't get the game to run the states when the party enters a special encounter rectangle. In the outdoors, it works fine (DO YOU WISH TO LEAVE?). I've typed up the script just the same as I did for the outdoors, and in just the same way as other scenarios have theirs. The special encounter rectangles look fine in the editor, and I DID put the script name in 'Town Details'. Please tell me what I am doing wrong, before I rip my hair out (below is my script: just ignore the incomplete text stubs for now). Code: // 3: Vahnatai Cavebegintownscript;variables;short choice;body;beginstate INIT_STATE; add_range_to_group(6,24,1);break;beginstate EXIT_STATE; set_flag(3,2,0);break;beginstate START_STATE;break;beginstate 10; if (has_special_item(0) == 0) { message_dialog("YOU GET STONE"); change_spec_item(0,1); }break;beginstate 11; if ((has_special_item(0) != 0) || (get_flag(3,3) == 1)) message_dialog("YOU HAVE STONE OR HAVE BROKEN CRYSTAL"); else { message_dialog("YOU DON'T HAVE STONE"); set_flag(3,2,1); }break;beginstate 12; if (get_flag(3,3) != 1) { reset_dialog(); add_dialog_str(0, "SMASH?", 0); add_dialog_choice(0, "YES"); add_dialog_choice(1, "NO"); choice = run_dialog(1); if (choice == 1) { set_flag(3,3,1); play_sound(-108); swap_terrain(31,6,445,446); } }break; Thanks in advance. -------------------- IF I EVER BECOME AN EVIL OVERLORD: If all the heroes are standing together around a strange device and begin to taunt me, I will pull out a conventional weapon instead of using my unstoppable superweapon on them.
  19. By Old Scratch: Quote: For future reference, said vessel is often referred to as a "phylactery". I know. I avoid using the term, because it actually is something orthodox Jews put pieces of the Torah in. By JV: Quote: No more Erika. No more Rentar. No more Garzahd. - Jeff Vogel Now, if we can just get the BoE/Aers to agree... -------------------- I have just discovered that LAN parties where no one brings games are not fun.
  20. By Vlish: Quote: To have a mage that powerful, with that much arcane lore, that can zap her self through time and space, like she did to assist the adventurers in E/A3, and for her to not have a contingency for her own death just strikes me as being somehow wrong. Her curse was intended for the living if you get my drift. Somebody as powerful as Erika could have easily turned her self in to a Lich at the moment of her death, and would have probably gotten away with it too. Exile/Avernum would have left her alone and continue with her undead existance. In most fantasy settings, not only is lichhood viewed as abhorrent, but is also dreadfully complicated. Usually, it involves storing your soul in a vessel (denying you of the life hereafter in return for eternal undeath), often with demonic parties involved. So... no. Besides, the whole sunlight curse was invoked by Garzahd, a mage with powers rivalling Erika's. Human Crystal Souls... (Ahem) Arghhhhhhhhh!!! -------------------- Merry Christmas to all!/Now you're all going to die! - The Night Santa Went Crazy (Weird Al)
  21. By Erika Maroonmark: Quote: Yeah, I'm actually from New York. =D I'm not actually British, I just say stuff like "colour" and "grey". Because it is better. ^^ FYT. -------------------- Leprosy. What? - Belkar (OotS)
  22. I got all the Avernum games through money order. I'm assuming you can withdraw cash from a bank, change money into American currency, and buy a stamp without your parents being involved. I think the way it works is that JV sends you an e-mail with the codes. I don't know; I chose to get the games on CDs. -------------------- Quote: A C, an E flat, and a G walk into the Tower of the Magi. Ambrin runs up to them and says, "Hey, look! It's the Triad!" Kelner snorts and says "Pretty minor Triad if you ask me." Where would we be without puns?
  23. Hmmm... a Nethergate-esque scenario in the distant Ermarian future, with technology versus magic, could be interesting... it would have no similarities with the rest of the canon, though. -------------------- No more English essays! Wheeeeeeeee!!!
  24. By Ephesos: Quote: Undead need a very good reason to exist. Otherwise, they die. Again. FYT (just couldn't resist this one). And yeah, now that I think about it, DwtD was far more annoying than Bahs. EDIT: No cannons. I'm having horrifying flashbacks of Dungeon Siege (a not-so-temporary moment of insanity, I know). Goblins with mini-guns and flame-throwers. Arghhhhhhhhh!!! -------------------- What kind of person would write "Aughhhhhhhhh" as he was dying? Maybe he was dictating! - Quest for the Holy Grail
  25. By Dikiyoba: Quote: However, Dikiyoba will grumble to Dikiyoba's self if it features mainly demons/undead built for a middle-to-high level party. Dikiyoba does have four priests (well, three priests and a priestess) and they will use repel spirit mindlessly and Dikiyoba will be very bored. (FYT) Bahssikava, anyone? -------------------- IF I EVER BECOME AN EVIL OVERLORD: All midwives will be banned from the realm. All babies will be delivered at state-approved hospitals. Orphans will be placed in foster-homes, not abandoned in the woods to be raised by creatures of the wild.
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