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Callie

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Posts posted by Callie

  1. You can decrease spell levels though by simply clicking it past eight, which will change it to zero. I admit doing this in Khora-Vysss, as it's quite impossible without some higher level spells.

  2. To actually create a .cmg file you need a resourcing program like ResEdit or ResFool (I don't think the former works on OSX). If you wish to use premade custom graphics, you'll have to copy them and paste it into a cmg file you're creating with the resourcing program.

     

    Edit: Why am I always beaten to a question?

  3. I haven't had any need for variables so far, as the scripts work fine without them. However, after looking at some of JV's scripts, can variables be set as say...

     

    Code:
    variables;i == get_flag(4,1);j == char_has_trait(get_memory_cell(4),12);k == get_spell_level(get_memory_cell(4),0,7);
    Thanks
  4. I've been having the same problem, though nothing has worked so far. The Mac version I downloaded from Khoth's site didn't even work, so I was forced to use the Windows version. Currently, clicking a scenario icon for the original JV scenarios doesn't do anything.

  5. I've been testing everything as I place it by actually playing the incomplete scenario. I placed these two items, but their abilities aren't taking effect. Item 457 isn't cursed when I equip it, it doesn't affect my stats either. Same thing with item 458; no increased health points, and no luck penalty.

     

    Code:
     begindefineitem 457;	import = 113;                    //Cursed Boots	it_name = "Bloodstained Boots";	it_full_name = "Stifling Boots";	it_bonus = 5;                    //Absorbs 5 extra hit points of damage	it_encumbrance = 1;	it_icon_adjust = 145;            //Tint red, darken, and swap red and blue	it_magic = 0;	it_cursed = 1;	it_ability_1 = 64;               //Affects all statistics	it_ability_str_1 = -1;           //Decreases every statistic by one	it_ability_2 = 10;               //Affects defense	it_ability_str_2 = -2;           //Decreases defense by two	it_value = 50;	//Don't ask about the name :/begindefineitem 458;	import = 31;                     //Iron Studded Armor	it_name = "Red Studded Armor";	it_full_name = "Ephod of Libel";	it_bonus = 7;	it_icon_adjust = 144;            //Tint red and darken	it_ability_1 = 4;                //Affects Endurance	it_ability_str_1 = 3;            //+3 to endurance	it_ability_2 = 19;               //Affects luck	it_ability_str_2 = -2;           //Decreased luck by two	it_magic = 1;	it_value = 850; 
    If it helps any, I'm using Mac OS 9.2.2 and running Blades of Avernum version 1.1 with the standard editor.
  6. Name: Excalibur

    E-mail: int80 (at) sbcglobal.net

    OS: Mac OS 9.2.2 or Windows 2000 Professional...but you'd have to send me a zip file either way.

    Prior Experience: Shades of Gray, Tales from the Tabard Inn, and uh.. Muffins n' Hell.

     

    Whether or not you'll actually provide any useful feedback: Well, it depends on how you look at it... :p ...In SoG I complained about a quotation mark and the graphics not working. In Tales I had a bug with a horse not appearing, but I wasn't too helpful there. And Muffins...I drilled poor Iffy with typos, but at least I made him a graphics file.

  7. I created a simulation in BoA and the doomguards stopped splitting after awhile. They multiplied rapidly at the beginning, and I thought my computer was going to freeze. What's odd though, is every single time I watched the simulation, one side always dominates the other in the end. (I inverted one of the doomguards for that purpose)

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