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Donald Hebb

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Everything posted by Donald Hebb

  1. (And mostly because of how easy it is!) Eh- I also placed NPCs in every battle in B2, with the sole exceptions of the Gold Mine (there is potential for a fight w/out NPCs), Shadow's, the Cathedral (and there's good reason), and... Wow, that may just be it.
  2. Correction: AC3 doesn't have NPCs, it has quasi-NPCs. Unlike real NPCs which join all fights they're around for, the NPCs in AC3 either don't fight at all or fight in very limited circumstances. There's a difference.
  3. Shyguy, that's Uranus Alien. The reason the rest of us don't comment on what he says is that we've become almost used to it by now.
  4. Awesome! My only complaint is that you don't factor in "tints" made to graphics, but that's minor.
  5. Johnny Favourite also has suicide as a feasible ending.
  6. It's best practiced as a habit. Putting out a scenario is more than noding, it's an act of imagination and willpower. If you make and complete something of any decent length and creativity, then you have already exhibited vast amounts of both.
  7. What does it matter? The point of the contest isn't to win, it's just to participate. There's no prize, just the good feeling of making something and being applauded for it. (Besides, your "efforts" are probably better than mine ever could be, and I'm still submitting a few myself.)
  8. I'd say that you misspelled "crap", but your use of the word is more appropriate in this instance. Just draw hills as you would roads, and then raise the height accordingly.
  9. That's not a keg, that's a barrel. There ARE kegs in BoA, though- just copy this into your scenario's data file. begindefineterrain 437; te_name = "Keg"; te_which_icon = 6; te_ed_which_icon = 96; begindefineterrain 438; te_which_icon = 7; te_ed_which_icon = 97;
  10. Hunter is proably the best among them, but he costs money.
  11. Basic answer is no- there is no total immunity to fire. But at 5000%, you'll only take 1 or 2 damage. Sorry to burst your bubble.
  12. Quote: Originally written by :Slash:: I'm going to make a scen based on the Athurian legends (For those who don't know what that is: the sword thingy stuck into the rock stuff) KING ATHUR
  13. Well, I did it for IoB, although that was partially the point of the scenario...
  14. Good point. Well, that's one Kelandon scenario we won't be seeing in the near future. (History teaches us BoE'ers that talking about one's scenario seals its fate.)
  15. How... ...interesting. No legitimate or proven designers have tossed anything but joke suggestions into this topic. I'm still working on something, but I'll leave it for the rest of you to figure out. It'll be special, I promise.
  16. Code: // SUBORDINATE.txt// // by Jeremy "Terror's Martyr" LeVeque// // This script has the monster follow a "leader."// When the monster is within a certain number of spaces// of the leader, the monster recieves a bonus in the// form of regeneration, hasting, healing, and/or other// positive buffs.//// Cell 0 - Creature number of Leader// Cell 1 - Min. distance needed to receive bonus// The following are potential buffs. Any non-zero// value means that the monster receives the buff.// Cell 2 - Bless (Value given is amount, 0-250)// Cell 3 - Haste (Same as above)// Cell 4 - Regeneration (Value given is denominator healed)// Cell 5 - Shielding (Same as bless)begincreaturescript;variables;short i,target;short choice;body;beginstate INIT_STATE; break;beginstate DEAD_STATE;break;beginstate START_STATE; // 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); } // If I have nothing better to do, check if I am in the set // distance from my leader... if (char_dist_to_loc(ME,char_loc_x(get_memory_cell(0)),char_loc_y(get_memory_cell(0))) > get_memory_cell(1)){ approach_char(ME,get_memory_cell(0),2); } // If not, then move towards him. If so, buff me. else{ if (get_memory_cell(2) > 0){ set_char_status(ME,1,get_memory_cell(2),1,0); put_effect_on_char(ME,9,2,1); } if (get_memory_cell(3) > 0){ set_char_status(ME,3,get_memory_cell(3),1,0); put_effect_on_char(ME,10,2,1); } if (get_memory_cell(5) > 0){ set_char_status(ME,2,get_memory_cell(5),1,0); put_effect_on_char(ME,8,2,1); } if (get_memory_cell(4) > 0){ change_char_health(ME,(get_max_health(ME)/get_memory_cell(4))); } run_animation(); }// End buffing. // 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); do_attack();break;beginstate TALKING_STATE; begin_talk_mode(1);break; ---- If any of you can tell me if this code works with you too, I'd appreciate it. Thanks.
  17. Limit your encounters, but keep them challenging. Nobody wants to fight through a billion irritating goblins, but one nice, challenging fight (I personally enjoyed the demon on the second floor of E1's nephil fortress) is never a bad thing.
  18. Luz, if not only for the fact that she takes requests.
  19. The three-space pillar is indeed used in A1-2, although IIRC, Jeff dropped it in A3. A damn shame, too- that pillar was friggin' awesome! Eh.
  20. I just updated to v1.1. Now, it can't access the graphics files- where, then, should I put it? What should the BoA folder itself be called? Frankly, I'm rather clueless, and I have an inexplicable desire to EDIT the scenarios I make. Help please.
  21. It should stand that the only two "collaborative" efforts (or the only good one, not counting the horribly defunct Wreck of the Slug) were made by one person basically writing the scenario and the next tacking other thingies on near the end. In The Claim, the work came close to being equal. Still, it was one person's initiative, and I offered to toss in a bit of work to improve it.
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