Jump to content

Jerakeen

Global Moderator
  • Posts

    2,519
  • Joined

  • Last visited

Everything posted by Jerakeen

  1. It's not hard at all, actually. First you look up the item number in the script called 'avitemschars', then you just add a little bit of code to a dialogue node in one of the scripts. Say you want Swamp Boots - they're item #150. Now find the dialogue script for a convenient town, say Ft. Avernum. So the script you'd want is called 't1Ft Avernumdlg'. You can attach the code to virtually any dialogue node, but you want to be sure it's one you can access at will. You can even rewrite the dialogue to reflect what you're doing, but it's not necessary. Dunbar is a nice, unimportant character; let's use one of his nodes. Search for this: begintalknode; state = 25; nextstate = 26; question = "_What's your job?_"; text1 = "_I'm the groundskeeper. And gardener. And fix-it man. I like gardening best, but I do what they need._"; and add a few lines of code at the end, like so: begintalknode; state = 25; nextstate = 26; question = "_What's your job?_"; text1 = "_I'm the groundskeeper. And gardener. And fix-it man. I like gardening best, but I do what they need._"; code = reward_give(150); break; Now every time you ask Dunbar about his job, you'll get a pair of Swamp Boots. You can change the item number to get something else, of course.
  2. Her intro also fails to mention that she's barefoot and pantsless, which you'd think would be worthy of note. Sorry, I just can't get past this. Jeff, please give my characters pants.
  3. Avernum 3 is a remake of Exile III, but that version is now dated enough that it won't play on some newer operating systems. You can download the demo and try it, though. Some people have found workarounds. Jeff is in the process of remaking all 3 titles again. Avernum: Escape From the Pit, the remake of Exile/Avernum 1, is already out. Avernum: Crystal souls, the second in the series, will be next. It'll probably be a couple of years before we see the third one, though. And welcome to the forums!
  4. You're entirely welcome. Of course, getting more xp from early kills and quests will make you level up faster, which means that you'll get less xp from later kills and quests, so... The games can be a little frustrating xp-wise, especially if you find yourself clearing an area later than you could have, but they are generally pretty well balanced to eventually give you the skill points you need when you need them.
  5. I sincerely hope you are backing up your scripts before making these changes, because you could very easily wreck your game this way. There are two ways to make changes: 1. Change the creature definition. Creatures are defined in the script called gfxitemschars.txt, where x is whichever Geneforge you're playing. Level is set by the line 'cr_base_level = y;' where y is obviously the desired level. Changing this will change every single example of that creature type in the game. And because some definitions are imported into others, any changes you make may have unintended consequences. I strongly recommend against doing this. 2. Use the 'set_level' command. The advantage is that it's much more selective. The disadvantage is that you may not have all the information you need to use it. Creatures that have their own scripts are easy; just open their script and look in the INIT_STATE for 'set_level(ME,x)'. You can then set the value of x to whatever you like. But only a small percentage of monsters have their own scripts. It is possible to use 'set_level' for default creatures in a particular zone if you put it in the zone script, but the catch is that you need to know the creature numbers in order to tell the game who to apply it to. There's no way for you to know those numbers unless Jeff has used them in the script himself. He may use them in any number of commands, including set_level, spawn_creature, set_name, set_aggression, and others (there is also 'set_boss_level' which frankly I'm not sure what it does - I wouldn't mess with it). The creature number will be the first one in the brackets. Note that 4-digit numbers refer to groups of creatures (I'm fairly sure). If 'set_level' is in there, you can change the second number to what you want; if it isn't but you know the creature number from another command, you can add it. Just don't forget to include a semicolon at the end of the line. But he doesn't necessarily say which creature is which, so there may be some trial and error even in the best case. And if he hasn't made any changes to the default creatures in that zone then you're out of luck. Without knowing which Geneforge you're playing it's difficult to give an example. I hope this has been helpful*, and I can't emphasize the importance of back-up copies enough! ETA: You do realize that higher level enemies are much more likely to kill you, right?
  6. The interface is designed a little differently in G3. Just click on "See Abilities" in the upper right corner of the skill screen.
  7. They're based on level relative to the PC. The only way to change that would be to change the monster's level. Which could be done in some cases, but would radically alter your game, possibly making it unwinnable.
  8. Skill points per level are hard-coded, so no on that. Xp scaling is also hard-coded, but you could go into the dialogue scripts and manually change the expected level for individual quest rewards. Search for the command 'award_party_xp'. The command will be followed by two numbers in brackets (x,y). x indicates the base amount of the xp awarded, and y represents the ideal level. If you're higher, the xp will be adjusted downward and vice versa. So you could change either or both of those numbers to suit yourself.
  9. Sadly, all of the newer games have automatic combat mode, and there's no way to disable it. I guess Jeff decided the old way was too easy to exploit. Kind of like "wait", which he also got rid of.
  10. I am working on maps for Avadon 2, but it's slow going. They'll be prettier when they're done, though.
  11. It's in the southern part of the map, but the quickest way to get to it is via the east entrance to the zone.
  12. I believe Ganduv is talking about in-game character editors, which just require altering the scripts with a little new dialogue and a few code commands. Not game or scenario editors.
  13. Totally this. Me (about age 6?): Pass the salt, please. Mother: Why do you want salt? Me: Because this food is too hot. Mother: ???? Me (patiently explaining the obvious): Pepper makes food hot, so salt makes it cold.
  14. Also, terra was talking about normal as in not combat mode. Not referencing difficulty at all.
  15. Yes, but the secret door cheats aren't done by cheat codes.
  16. Does 'stam' mean 'stamina'? To increase health, raise Endurance. Your four stats will also get raised automatically in rotation, as you level up. Unless you're playing on higher difficulties, you probably won't need to put too much into Endurance yourself. I'm not aware of any way to use those cheats on a tablet - you need to be able to access and alter the scripts Edit: ohhh, vitality. What Lilith said. Also, there are potions, but you won't need them that often.
  17. That is so weird because every Saturday I fight giant barrels and drink mysterious liquids out of toads.*
  18. Yes, the Avadon series is a departure even for Spiderweb games, in terms of mechanics. The experiment seems to have been a success, though. Glad you're enjoying it.
  19. No problem, moved it for you. @ EE: Wrong dagger. Read the post. @ Crowley: There does not seem to be a way to get to that dagger. Nothing for Move Mountains to affect, and no way to enter the town from the east side. So yeah, it's a tease.
  20. If you mouse over the rod while Jenell has it, you'll see the damage type listed as 'energy'. The same weapon would do fire damage in Nathalie's hands.
  21. Lock-picking skills do not stack. You only need to give this to one character, preferably one you have with you often. As Nathalie levels up, she gets access to the most diverse range of damage types of any class. Give her a couple of offensive scarabs and build up her center and left columns, and eventually she'll almost never run out of non-fire attacks she can use. Meanwhile, at least fire-resistant creatures are relatively easy to spot. There are far more that are magic-resistant, and they won't necessarily be obvious. Jenell's main attack becomes disappointingly useless rather early in the game.
  22. I first read that as "filling positions," and I was like, "What? Is Ft. Emergence hiring? Where do I send my resume?"
  23. That seems to be hard-coded, sorry. Anyway, even if there were several random groups in an area, as soon as you engaged one the others nearby would vanish.
×
×
  • Create New...