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Donald Hebb

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Everything posted by Donald Hebb

  1. So basically, it's a magic damage-based attack that can deal no more than what the damage you received and the damage you can deal back in return dictate. (There's a few of those items in Canopy if you want to try one out...)
  2. Avoiding monsters is pre-programmed, finding herbs is (unless I'm extremely mistaken) user-programmed. Ultimately, Nature Lore should never come in handy enough for you to train in it, unless there's an abundance of wandering monsters- in which case the scenario is probably terrible.
  3. Set status switches bless/curse and shield/weaken stats when is_forced is one.
  4. You could make terrains that have second parts higher up- that is, things like cliff nests or variations in the rocks with incredibly high displacement values.
  5. Sadly enough, Squaresoft was my biggest influence- I basically made a combat system that was an amalgam of Sword of Mana, Golden Sun and a few others and then made situations that would make this sort of thing interesting. If Roots, NTH, Corporeus or Areni were longer, they'd suffer like DM2, Final Fantasy 7, Spy's Quest and Quinessence do.
  6. If you want, you can change them so that they are blocked to the north and west respectively.
  7. Nightfall by Scott Evans was based off of a novel of the same name by Isaac Asimov. Of course, Evans adapted the idea a great deal, and Nightfall isn't that great anyway.
  8. Djur- You sure about that? The final battles of all three can get pretty long. I think A2 and A3 were worse, since damage was deregulated more. Kel- Just cast Lightning Spray, the golems fall at your feet like butter. Being electrocuted.
  9. There's an Illusory Shield in NG? Now I feel sorta dirty for making one in Canopy... But hey- isn't it impossible to take those items anywhere anyway? (It's possible to get them out of Goagh-Nar, but you lose them on the bridge returning from W. Shadowvale anyway.)
  10. I don't cheat. I don't play on Expert-Super-Hard option or anything else like that, but I don't cheat. Honestly- the Golems are easy. For most of them, Lightning Spray works. For Demon Golems, fire spells (or swords) will do. The Alien Beasts, on the other hand, are an excuse to chew up SP/time/patience...
  11. I'd recommend wandering monsters by script as well, because then you can actually limit the number of wanderers, and place them directly behind the party's line of sight at all times. (Imagine- walking down a corridor, only to meet a group of undead, with zombies coming up from where you had already been!)
  12. Since becoming a martial artist is irreversible and there's only 1 PC, I'm "smashing" all weapons that the party has when they become a martial artist. (I also cause the PC's strength and dexterity to soar immensely, so it balances out- Although 50 STR with an actual weapon doesn't.)
  13. i wanted to let you know that i am working on a scenario for fags.
  14. Is there any way to prevent a person from having an item in his/her weapons slot? I can think of a few workarounds, but if any of you have a better way, by all means, let me know! Thanks alot.
  15. This would be incredibly difficult even in BoA, but you could have a game of Poker that could deal out one of 52 random cards and run a check. Hm. I think I might just do that.
  16. The point of a bordello ain't arousal, it's realism.
  17. IN THE END OF BANDITS II: BALLAD OF THE RED STAR, DEACON DOESN'T EXACTLY WIN
  18. Or even better, put it in a place where it can't escape- that is, where it is surrounded on all sides by terrains it cannot move into. (This works well for areas with tables/chests against a wall, as well as something past the wall it sits in.)
  19. I'm curious how damage for hand-to-hand combat is determined. Like, which stats are used? How is accuracy determined? (And most importantly, how much damage?)
  20. Look at Appendix IV in the BoE docs. Everything there's pretty intuitive, for a change.
  21. There's usually a main avenue. Important buildings (Inns, Government functions, Marketplaces, Schools, etc.) happen there. Other things (out-of-house sages, homes, barbershops, etc.) take place along smaller, meandering roads.
  22. Quote: Originally written by Arenaqs: Which is more important: a well-playing scenario or one with a good story? I have to say the former, myself. This is, at best, a self-defeating question. One cannot be much without the other. If you have a completely defunct story, you could have the best gameplay in the world, and you would still end up with a fluke. Same goes for if you have totally horrible gameplay- your story isn't conveyed at all. You need story in Blades, or else things get boring very quickly.
  23. Quote: Originally written by Arenaqs: [QB]As a designer: the former. As a player: the latter. I have fairly high standards on scenarios I'll play; I can't help that and would probably choose ten-centimeter spikes through the forehead rather than play Undead Valley by l33td00d. This is elitist and morally repugnant- are you somehow insinuating that if I don't know how to code, I shouldn't write scenarios? As in, if I don't know how to check a stuff-done-flag, I'm not worth being a writer? Maybe godawful scenarios are worse than none- I won't argue either which way on that point. But saying that a person who can't program can't tell a scenario-worthy story is obscene. I will simplify this for you. Your worst disadvantage is that some people who cling to the tools will not learn to do anything without the tools successfully. 1) This ain't 100% true, since many people will try to learn coding on their own. More creative designers who want to do more creative things will eventually figure out ways to do the stuff they wanna do. 2) This is not a disadvantage that harms any party involved- more people who would otherwise be unmotivated make scenarios. The other disadvantage, of course, is no scenarios from those who would otherwise make 'em. You try to convince me that yours is worse.
  24. In the absence of tools, use text editors. Look at the BoA editor to identify a place where something happened, and then look it up with a text editor. Then read the manual (the appendices are worth more than the normal docs) to understand the calls. Then do it some more. Eventually, you'll be knowledgeable enough to make a fearsome goblin dungeon. And you can build up from there.
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