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Posts posted by Celtic Minstrel
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That is a useful tidbit. Thanks.Quote:Originally written by Lazarus.:
Oh, and it might be useful to know that teleporting/relocating the party outside a town's boundaries instantly boots them from that town into the outdoors. So if you used change_outdoor_loc and moved the party out of the town boundaries in the spell's code the party would instantly wind up outdoors. I posted about this at SV, but you don't frequent there.
As for Blades Forge, it seems to be available for viewing only (except for the beta testers) - at least, it won't let me register. -
I hadn't thought of that. Still, it would have the most important functions (eg restoring health and spell points.) If you need to build a party before entering a scenario you will have to use a party builder.Quote:Originally written by Bien MCR:
The character editor says "unregistered copy". -
Sorry, I'm afraid it doesn't exist... yet. If you have Windows or a PowerMac you can download the demo from Spiderweb\'s site and use the character editor from that, but this won't work if you use an Intel Mac.
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Okay. If it's only for when you kill a specific character, go into the Blades of Avernum Files folder, and copy basicnpc.txt into your scenario's folder. Rename it Iffy.txt (or whatever you like). Open it up, and replace the DEAD_STATE with this:
Then set Iffy as your character's script.Code:beginstate DEAD_STATE; message_dialog("Your","Message"); kill_char(1000,3,0);break;That should work.
(Note: I omitted the set SDF code because it won't do anything if you die right after.)
You could probably also alter it to be triggered when you attack the character, but I'm not sure how you would do that. It would still require the Iffy.txt though.
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Try something like this in the START_STATE:
Or, if that doesn't work:Code:if(get_crime_level()>0){ kill_char(1000,3,0);}(Maybe i<6 rather than i<4?)Code:if(get_crime_level()>0){ i=0 while(i<4){ kill_char(i,3,0); i = i + 1 }}Note: this should kill the party any time someone commits a crime. If you want it to run when a specific creature dies, you will have to give that creature a custom script - which could simply be a copy of basicnpc - and put the code in the DEAD_STATE, minus the if part.
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Which is perfectly acceptable!
Quote:Originally written by *i:Scenarios from both Blades of Exile and Blades of Avernum will be accepted.
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The "Already Implemented" list is the yet-to-be-released version of OBoE. It is available in the darcs repository here , but it's probably not a good idea to design scenarios for it yet as the scenario format is apparently in a state of "being rewritten" (even though development seems to have stopped).
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No, I got all three of these quests in the unregistered version of the game, so they aren't based on completion of the plagues quests.
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Really? What about Linux, BSD, BeOS, RiscOS, and all the hundreds of other less common systems ?
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I know about set_terrain. But it affects the current state of the town (or outdoor section). Jewlelz was, I believe, referring to a program to generate a .bas file with random towns (as Niemand pointed out). This cannot be done with AvernumScript - it is entirely outside of its sphere of influence.
- A rogue-like game, where the terrain is generated at runtime, is possible with AS.
- A program to generate terrain which can then be used to create a scenario in the editor, is not possible with AS.
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That's an interesting but quite different idea. I do like the idea of a Blades of Rogue, I think. An automatic terrain generator cannot be done with AvernumScript, though, because AvernumScript does not modify the scenario file. It would have to be a separate application that uses code from the editor. It's interesting, but may not be worth the effort.
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I think the wiki, in its current state, is little more than a dump of the documentation file. So starting with the wiki is no different than starting with the docfile.
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Hmm, potentially friendly goblins... I like that. (In general I like the idea of making normally hostile creatures friendly.)
I already have a utility scenario that I made, but I could always try another one. Mine is flexible but a little inefficient.
(I have sent you a private message.)
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The automatic porting feature of the editor is proof that the game accepts more states than the documentation claims. I suggest raising the limit on state number to 255 - that is, after all, the logical limit if the number is stored in a char variable (ie one byte).
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It's good to have the documentation online, of course, but I recommend distributing the program with an offline copy, presumably accessible through the Help menu - for the benefit of people who have dial-up or non-constant internet access (eg. only at school / work / whatever).
I'm not one of those people, but I would still like to have offline reference. Sometimes my internet connection randomly breaks.
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Can you give a brief description of the scenario? I may like to test them, but I'd like to know what kind of scenario they are first.
Also if they will take more than an hour or so to test I may not have time until after my exams are over (about two weeks, I think).
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When will version 1.0 be released? Are you planning to finish the documentation first?
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I've numbered all 8 images in order of their appearance in the thread.
- This one seems artificial.

- This one is probably my favourite of the first four. Generally you see a mixture of broadleaf and coniferous trees, unless you're far north or in the mountains.
- This one makes me think of a young forest, possibly a plantation.
- Nice, but I think the trees are a little too large.
- Perfect for a place where broadleaf trees are sparse. This one ranks equal to #2 in my opinion, but for a different situation. I still don't like the trees of #1, but it's better when they're not the only kind of tree present.
- Same as above.
- Same as above?
- I like the autumn tree, but I think it would work better in larger clumps rather than the occasional lone tree amongst conifers.
For myself (ie if I used graphics like these in a scenario), I'd like an option of all conifers, all broadleafs (autumn and summer), and a mixture.
- This one seems artificial.
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While we're on the topic of documentation, there's this:
When I tried out AScript, I noticed that the error checker considered print_big_str_color to be valid while print_big_str_num was not.Quote:From the Scenario Workshop Support page:The call print_big_str_color is actually called print_big_str_num. It works exactly like print_big_str_color, as described in the editor documentation.
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I think the categories of Lenar's rubric are good, but they needn't be combined into a single overall rating.
- Playability
- Plot/Exposition?
- Combat
- Puzzles
- Roleplay?
- Aesthetic
- Custom Graphics
- Town Functionality
- Novelty
- Replayability?
- Scripting/Nodework
- Outdoor Functionality
- Dialogue
- Prefab Party?
- Treasure Balance?
I added #l2 onwards, and the ?'s are the ones that don't quite seem good enough for me.
Each category should have a rating of 1-5 or 1-10 or whatever, plus a N/A option (eg for a scenario without an outdoors or without combat, etc.)
Also, some of the above categories could probably be combined.
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Well, I decided to add it to the list in my first post. But I don't think OS integration is a priority here - the game uses a custom dialog engine, so the only titlebars will be OS dependent. (The game window and the map window titlebars). Although I've noticed that on Windows the dialogs also have titlebars.
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Or if the game becomes unregistered and you have the CD, simply reinstall.

Released: Blades Forge
in Blades of Avernum Editor
Posted
Um, still can't register. Now it tells me that the User Name field is required when I tell it to Create new account, despite the fact that I've entered a user name.
It wouldn't have anything to do with the space in my name would it?
Edit: Oh, by the way: Pixel Profusion is missing in the links to external graphics sources.
Edit 2: If this page is any indication, the [spidweb] tag doesn't work. Nor does the
tag. (Or it could be just an error in that page?) And the example for [table] isn't very clear. Does the tag allow you to format multiple rows and columns, and if so, how?
)
I notice your smileys are absolutely identical to the ones on this site...
Edit 3: The avatar system seems a little odd in that it scales the image up if it's too small. Shouldn't it just leave it? (Obviously it should scale down if it's too large though.