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Celtic Minstrel

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About Celtic Minstrel

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    Blades of Exile Maintainer

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  1. I think I remember doing it over and over and it was eventually cleared out, but I don't remember how many times I had to defeat them. It was a long time ago though so I could be imagining this.
  2. I fixed a bunch of Lyceum/Alcritas-related links, but the archive of Drizzt's website is quite broken. It looks like it was downloaded through a browser using the "save whole web page" feature, because there are a bunch of "this_web_page_files" folders which oftentimes contain duplicate content. There are also a whole bunch of missing images, and the zip files seem to be absent too.
  3. The only other place I can think of is Truesite4Blades, but I'm pretty sure the OpenBoE archive is directly derived from that, so there's probably no point checking. (It is currently archived at OpenBoE.com though, if you want to take a look. I think it's untouched from the archive Jewels sent me save for updating broken internal links, though I might've missed some.)
  4. Yeah, I thought as much. Sorry I couldn't help, then. Presumably the official Spiderweb archive is even less up-to-date, right?
  5. I assume the versions on OpenBoE.com aren't more up-to-date than what you have?
  6. I think counters are transparent, so they wouldn't affect line of sight. If you had a line of pillars though, then yes. It just uses a naive line-drawing algorithm to figure out which hexes affect your vision. The algorithm described on that page only works for lines with small slope (less than 1), but Blades of Exile swaps the role of x and y if the line has a large slope (greater than 1), so it still produces a reasonable result.
  7. Nice detective work! From this it seems fairly likely that it was indeed a mistake.
  8. It's a degree of obscurity based on a sum of opacity over the path between the two tiles. A fully-opaque tile has opacity 5, so that's why there's a comparison to 5 in can_see. It checks a total of max(dx, dy) tiles to determine the final obscurity. Opacity is normally based on the terrain (5 if it blocks sight, 1 if it's obstructed but you can shoot through it, 0 if it blocks nothing), unless there's a fire or force barrier there, in which case it's 5. A web on the space increases opacity by 2, and a crate, barrel, or town special spot increases it by 1. When in combat, lava and p
  9. That argument does make sense, but… this is the code for shockwave in Blades of Exile (original version, not the OBoE source): void do_shockwave(location target) { short i; start_missile_anim(); for (i = 0; i < 6; i++) if ((dist(target,pc_pos[i]) > 0) && (dist(target,pc_pos[i]) < 11) && (adven[i].main_status == 1)) damage_pc(i, get_ran(2 + dist(target,pc_pos[i]) / 2, 1, 6), 4,-1); for (i = 0; i < T_M; i++) if ((c_town.monst.dudes[i].active != 0) && (dist(target,c_town.monst.dudes[i].m_loc) > 0) && (dist(target,c_town.monst.
  10. I'm pretty sure he doesn't read the forums very often, so if you want his opinion that much, you'd probably have to ask by email or something. Given that it changed between E2 and E3, and the manual never says it's supposed to pass through walls, I'm currently leaning towards it being a bug that he fixed in E3.
  11. Yeah, the link from the main page is outdated, I'll fix it. As for ADoS's issue, it looks like you need to omit the www. I'll look into fixing that too. EDIT: I was wrong about the www, looks like the webserver had crashed and my browser was just showing the cached page. Fixed now.
  12. Assuming you mean for a custom scenario, that's documented. Note that that's the documentation for the experimental version of the game; there are a few differences if you're using the original BoE. Most notably, the ID of an item graphic is different, instead of adding 1000 you add something else (I don't remember what, though). Also, the original BoE doesn't support custom missiles or explosions. Swapping out existing graphics totally works, but I wouldn't recommend doing it for any of the types of graphics documented on that page. It's fine to swap out user interface graphics th
  13. So now the question is… should Shockwave pass through walls, or is this a bug that was fixed in Exile 3?
  14. I did implement this. I'm pretty sure it works perfectly (unlike some other parts of OpenBoE).
  15. If I recall correctly, monsters can drop items with that treasure value or a lower treasure value. The actual place_treasure function is indeed quite complicated… it looks like treas_char holds indices into min_chart and max_mult, which appears to limit the minimum and maximum value of the dropped items. The amt variable is how much gold drops, and id_odds is indexed by your Identify skill to determine the chance of the item being identified… the level parameter of the function is actually half the level of the monster that died, and the loot parameter is the monster's "treasure" v
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