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Posts posted by Celtic Minstrel
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On 2017-07-09 at 08:22 PM, sylae said:
or maybe have the default handler be a tiny little wrapper application that gives you a "scenario import" or "scenario edit" option?
Hmm, okay, that could indeed be viable.
On 2017-07-09 at 08:22 PM, sylae said:at the very least, having each application be able to handle double-clicks would enable the user to decide what they want to do by default, and for the other they could use the context menu's Open With.... option.
Handling double-clicks and handling dropped files are equivalent, so that's basically what I just said.
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On 2017-07-08 at 0:53 PM, sylae said:
maybe it would be cool to add a handler to allow users to double-click an .exs file, and then boe will do all the work of copying or whatever witchcraft it is now.
This is a good idea, but impossible. I already installed a handler so that double-clicking an .exs or .boes file opens it in the scenario editor, and you can only have one handler per file type. (You'd have to use the installer package for that to work on Windows though, and I haven't been releasing any installer packages. It'll work on Mac with the current packages.)
That said, you could still enable dropping the .exs or .boes on the application icon to install it.
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No, the ._readme file would be something like the resource fork of the readme file, which wouldn't have any useful content as far as I know.
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Can you give any details about the crash? Does it put up an error dialog or just quit? If the latter, is there a way you could get some sort of crash report log?
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Did we specify a license when asking if we could use them? I don't remember. I'd still prefer having the graphics be under something CC, but whatever.
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2 hours ago, The Almighty Doer of Stuff said:
We've included all of it in OBoE with Mr. Hunter's blessing, although as he points out it's really Spidweb's blessing we need, since the graphics were sold to Spidweb for a lump sum.
I haven't actually committed that to the repository yet.
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Ugh, boat locations resetting? This sounds really bad... I assume that affects save as too?
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Short answer: The Blades of Exile graphics from the original BoE source release can be used for whatever you want, since Jeff release them under GPL. The Exile Trilogy graphics that didn't make it into Blades of Exile (blue cave floor, a few grass tiles, the stone wall, female merchant, green merchant, and a few others) are pending approval from Jeff. I was going to ask him about them again at some point.
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Hmm, it does appear to mean that, unless there are other factors at work here. The bonus is your Intelligence bonus if I recall correctly.Does this mean that the Lvl 1 spell 'Stumble' is more effective than the Lvl 2 spell 'Curse'?
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There should be no missing items now, but I suppose there's a small possibility that I accidentally deleted something I shouldn't've when cleaning out excess blank items from the scenario files.
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Well, it's also an experimental new feature, so it's possible that it just doesn't work properly yet... >_> I'll try it out myself sometime, and if it works I'll let you know how, and if not I'll fix it.and Yeah I never could figure out how to do the store/unstore thing. I tried for hours but I still dont get how it works. Whenever I did anything with it I just got a PC with a blank name and 6hp. I guess its really just the store part of it. I know they go into a SDF but where and how do i check this?
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Another way to do a crafting system might be to give the party "recipes" which are in fact usable special items. The recipes check for the presence of the needed ingredients and then take some and give you the item.
I guess you didn't go with the "store/unstore" method for the PCs?
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Fresh BoE parties still start with all level 1-3 spells, but they can be removed by a scenario. It's not ideal, sure, but it would work if the scenario simply removed them on entry. (OBoE can call a special node immediately upon starting the scenario.)
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The slime pit (where you need to fireball the pools) wasn't possible in BoE before, but I believe it's possible in OBoE. I don't know about the number puzzle. The moving walls may or may not be possible already; I can't say for sure because I'm not sure how they actually work. There's also Skribbane addiction, joining the Anama... not sure if those are possible quite like in E3. There's also the possibility for towns to be game over if you're caught stealing; I think that's in OBoE but wasn't in the original BoE. Oh, and the dialogs in various places, such as the slime pit, aren't currently possible in OBoE. Maps however are possible now.
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The limit is somewhere in the vicinity of four billion (or to be exact, two to the power of thirty-two), so there's no danger of running out. This applies both to the number of types and to the number of things placed on a map.
I think the limit on outdoor sections and towns hasn't changed (yet).
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It saves the entire PC, including stats, inventory, status effects, etc.
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If the absent status worked at all in LBoE, I believe that was a bug in LBoE - it was never documented and as far as I know, no-one ever actually used it.
I guess it's good that you got something working (though I'll note that attempting to make your method character-editor-proof is still going to be futile, since there's no guarantee the character editor won't gain additional abilities too). If you delete the characters, there's basically no going back if I recall correctly, so if you want to let the player switch out their character, you'll need to use the store/unstore mechanism. Assuming it works as it should, that means you need to do the following:
- Reserve 6 SDFs to store the party's unique IDs.
- Store each of the PCs.
- To unstore, set a pointer to point to the SDF that stores the PC you want to unstore.
- Then use the pointer value (a negative number) as the PC ID in the unstore node.
I don't think it's possible to use unstore without pointers, unless the unique IDs of PCs are predictable... which they might be, I can't remember.
- Reserve 6 SDFs to store the party's unique IDs.
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Experimental, buggy versions can be downloaded at my website if you want to try them. At this point, if you want to work on your scenario, I'd recommend not using OBoE. I'll also point out that OBoE requires at least Windows XP (and I can't guarantee it works even there, though I seem to recall someone saying it does at one point). I wouldn't expect this to be a problem for you, but who knows?Oh ok ..didnt know that
so how do you get OBoE? you all been saying it doesn't work right though? are you able to copy your scenario over to it? I still like the way I have the node setup as is but it sounds like I could do alot more.
Actually, that's not a menu option. It just comes up automatically when you save your scenario... or when you load it... one of those.You can convert legacy scenarios to OBoE format with a menu option. It informs you of any specific changes you may need to make where OBoE broke compatibility with legacy scenarios, then you can accept and it will switch.
Yeah, store/unstore have nothing to do with the editor's Reunite Party function. If I'm reading my code correctly though, the Reunite Party function both in the editor and as a special node does work on parties that have been split using Kill/Raise instead of Split Party. I haven't actually tested this however.Just a note, based on the description of nodes 106 and 107, those clearly should not be affected by the editor's Reunite Party function -- as that would be more likely to create errors than to fix them.
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Nodes 106 and 107 are new in OBoE, so assuming you're using the original version (from Spiderweb's website), you can't use those. If you're working on the original version, you should reference the docs that came with it, not the ones that are up on calref.
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I'm not actually sure if it resists the Character Editor when you explicitly set a character to "absent" (the status used when the party is split); that passage in the manual is referring to the Reunite Party special node, not the Reunite Party option in the Character Editor. If it does resist though, I'd consider that a bug.I knew he made it flexible but I didn't know it resisted the Character Editor.
However, if I recall correctly, you can also explicitly set a character to "nonexistent", so assuming I do recall correctly, it's still possible to delete characters in a way that the PC editor can't restore.
It also seems like that manual entry is rather out-of-date, given that it doesn't actually specify the values you used for things like "absent".
His screenshots show otherwise in two ways: a) bright graphics and b) native-looking scrollbars.But wait, no, he must be using the new one.
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Progress report! Fixed these bugs:
- When saved game is loaded, characters with spell points start at 0 regardless of where they were at when game was last saved.
- Add/Remove Mage Lore skill in training window affects the Mage Spells skill, not Mage Lore.
- Character editor: “Item 2” menu gives the item two slots below, e.g. selecting “Iron Javelins” gives “Lemonwood Bow”
- Character editor: “Item 3” menu gives the item four slots below, e.g. selecting “Scroll: Flame” gives “Scroll: Kill”
- Character editor: “Item 4” menu gives the item six slots below, e.g. selecting “Gold Ring” gives “Silver Ring of Weight”
- Character editor: “Add Mage Spells” and “Add Priest Spells” have no effect.
- Scenario editor: In Scenario menu, Advanced section, starting with “Edit Horses”, the menu option two slots below is called. For example, choosing “Edit Horses” calls “Variable Town Entry”
- ZA-KHAZI RUN, Town 0: Boats don’t appear despite being placed.
Plus the issue where items didn't appear at all (similar to the boats issue), and another issue with the PC editor item menus (the last three or so items were sometimes missing due to bad rounding).
These bugs are still not addressed:
- “A Small Rebellion” file corrupted? Entering scenario seems to make save files unreadable.
- Scenario editor: “One Time Display Dialog” node - clicking “edit text” causes the editor to crash if text number at -1.
- ZA-KHAZI RUN, Town 0: Ghost in Fort Goodling has merchant talking picture.
- ZA-KHAZI RUN, Town 0: Message telling player they “can’t enter” docks until they have supplies does not actually block them.

Another GUI enlargement attempt
in Blades of Exile
Posted
I dunno, could that be the problem right there? I mean, the point of scaling stuff up 2x was supposed to be that everything gets scaled up, right?
Well that doesn't sound good. If the inventory is narrower, item names may not fit.
Also, in your second (and third) layout, I feel that there's not enough space for the transcript text.