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Celtic Minstrel

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Everything posted by Celtic Minstrel

  1. Originally Posted By: Ishad Nha Slime pool, This one is actually impossible to implement in Blades of Exile, either as a monster or as a terrain, because it requires that nothing affects it except for the Fireball spell. Also, since it's plot-related, you probably don't actually need it. Originally Posted By: Ishad Nha rubbish wall, I was going to say you don't need this one either, since the filth factory collapses, but you would still need it in the friendly roach pit... Originally Posted By: Ishad Nha Barrier. You mean the red barrier that also appears in Exile 2? Originally Posted By: Ishad Nha My impression is that it uses everything in the standard BoE line up. How do you come by this impression?
  2. Originally Posted By: Ishad Nha I figure that Exile 3 uses all the standard BoE terrain types. Well, let me see... There's no doubt that it uses most of the terrain types from 0-90... however there are a few that it may not need. For example, I bet it does not include terrain types 6, 8, 10, and 12 (secret passages in cave wall), instead using some other mechanism to create a secret passage. I don't recall ever seeing #76 (the non-damaging lava), though I never finished the game. It may not use terrain types 79-81 if there is some other way for it to create the roads. I would guess it does not contain terrain types 82 and 83 (walkway) as such, but rather replaces them with a set of 9 terrains, meaning the edges of the walkways would be hard-coded. From 91 onward, I think most of the terrains are used, though some have different properties (I think the boulder is passable, for example) or different icons. Some possible exceptions, however, would be 171 and 211, the blocked floors; 172, the damaging floor; 135, 152, and 167, the crumbling walls without mold or cracks; and 236, the hidden town. However, if all my suppositions are correct, that only frees up eight slots. And probably some of them are wrong...
  3. Originally Posted By: Ishad Nha currently Exile 3 can't be finally represented by a BoE scenario. How many terrain slots would be required for this to be possible?
  4. There's also mine, but it may not be as good as Milu's.
  5. Here's the order they appear in the graphics sheet: Code: Poison Major Poison BlessCurse Poisoned Weapon InvulnerableHasted Normal SlowedResist Magic Web DiseaseSanctuary Dumbfound Martyr's ShieldSleep Paralysis Acid Note: "Normal" refers to the icon that appears when you are neither hasted nor slowed. I have no idea whether that order is relevant to the number representing it in the save file, but it's worth considering. If you group Poison with Major Poison, Bless with Curse, and Haste with Slow and Normal, then that gives a total of 14 status effects, which is the number you've guessed at. Coincidence?
  6. Originally Posted By: Ishad Nha Edit: thus the first or only PC should have their status listings start at place 62,394. But what if the only PC is in slot 3? A singleton party does not always have a party member in slot 1, and in fact I believe it is more common to find one in slot 3, because the prefab party member for that slot has the most skill points.
  7. We have a few very good programmers (Niemand, for one, though he's mostly working on the BoA editor).
  8. Seriously, it would be fairly simple to remove all such arbitrary limits simply through the use of dynamic memory allocation (the new operator, or, if you prefer C rather than C++, malloc() ). Edit: The only difficulty would be to alter the terrain selection palette to handle it, I think...
  9. All (or most) of the special encounter dialogs in the Exile trilogy (at least the Mac version) are hard-coded as Dialog resources within the application. If you have a resource editor, you may discover the same is true in the Windows version. The only catch is that in Exile 3, he uses his special dialog engine – which means the buttons and graphics will show up as codes (something of the form 4_2423, I believe). Signs? In the Mac version, I bet they're in a STR# resource... again, a resource editor may reveal something comparable in the application. Colchis was one town which, I believe, was never undamaged in the game.
  10. Hmm... I thought command-A worked on the Mac... assuming I'm right (don't want to check right now), I guess that's another advantage in the Mac version...
  11. Well, I believe command-A (or control-A) will select the contents of the current field... But yes, I agree.
  12. Yes, and I imagine it's not too much of a stretch to suppose that they were rebuilt and/or repaired after the plagues disappeared. You could even rebuild Colchis, if you wanted to...
  13. Having "charges" is not the same as having "uses". The latter implies it has a "use" button beside it in the inventory.
  14. Originally Posted By: Lazarus. How can something stack without having any uses? If it's a small item like a gemstone, then it stacks so that it takes up less space.
  15. Originally Posted By: Redundant Justice EDIT: Heres why. The link was to a html page. So I ended up uploading a html page with a .zip extension. fixed link (I checked it twice) is here: http://www.freewebs.com/wdueck/E2%20Items%20Book%20Fixed.zip Yeah, that link was to the download page, not the actual file. Originally Posted By: Ishad Nha I can't get a "book' to run but clicking on the individual html sheets will cause them to display properly. I had to activate the address bar and hit Enter before the download would commence. Of course you couldn't – that was a Mac alias (read: shortcut) pointing to the file 1.splash.html. And the icon which was included with it was the icon of said alias. So to make it work the same as it does on the Mac you would've had to create a shortcut to 1.splash.html, name it accordingly, and assign it that icon. W-Dueck: It's nice that you've put it online, but may I request a table of contents? In the original, I was trying to mimic DocMaker by creating a popup table of contents menu using JavaScript. But the file you uploaded lacks any table of contents. Anyway, thanks for doing that.
  16. Hmm... wow, you're right. Well, it's still available here. That one does work – I tried it. If you or W-dueck could re-upload it somewhere, that would be nice...
  17. Well, you don't need the source code to create a god party...
  18. You should be able to open the version of the Book of Items in my signature... it's a ZIP file of HTML pages.
  19. Well, if you want to compile a list of all the items that exist in Exile 2, and it turns out there are some that were missed in this list, feel free to report them. I could even add them myself, I suppose. (Note: By all the items, I mean both the basic list and the unique lists for each town.)
  20. I have perhaps five Exile scenarios I want to finish. (Some of them I may have to restart though.) I only have one Avernum scenario that I want to finish. Don't hold your breath though. It'll be awhile before they're done.
  21. Hmmm... I suppose it's worthwhile. I'll add it to the list.
  22. Hack the save files to change the SDFs? That's the sort of thing you seem to be good at, after all... Of course, the trouble then is determining just which SDFs to change. Alternatively, create a god party and then play through the game. I would think you could get through it pretty quickly when you can kill most creatures in a single hit.
  23. I for one still intend to make BoE scenarios. I would consider playing one made by someone else. There are also a few people (such as Bain-Ihrno, I believe) who prefer BoE to BoA.
  24. Originally Posted By: Ishad Nha I meant to say that I lack a high level Exile 3 party, one that has done all the quests, one that can wander at will. It will take me some time to work this one out. I think you could still use the character editor, but of course that's only if you own Exile 3.
  25. Making it adjustable might be interesting, but you'd have to set it in a dialog box. You can't set it in the same way you set a town boundary, because it's a boundary around the whole outdoors, not just one section of it.
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