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Everything posted by Daravon
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I think he's talking about erasing a character within the context of the editor, not with a script.
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Betatesters for 3D Blades of Avernum Editor!
Daravon replied to Isaac's topic in Blades of Avernum Editor
I downloaded but it won't start. It says that it is "either damaged or doesn't work with this type of computer" to which I was like: "Huh?" I have Mac OS 9.2.2 -
Since skills will not be able to be raised all that quickly, ought you allow the player to buy training in various skills? Or perhaps provide knowledge brews either for sale or for rewards? These are thoughts..
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Thankyou! Quote: Originally written by spyderbytes: Of course, 0 and 1 are the exact same things as TRUE and FALSE. Of course, that much I had figured out. And now, back to writing town states..
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That's very helpful, spyder. As a sort of a follow up question: what about a call with parentheses and a "short" within them, say.. *picks a random call in the appendix* Code: void set_incidental_sound(short on_or_off) what is with the "shorts" on the interiors of many calls' parentheses? What do I do with them? EDIT: coreyh, sadly I am a college student and am not able to do everything. Otherwise, I probably would read about C.
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Perhaps it is because I am such a neophyte to the world of programming, but it doesn't seem to be made clear whether or not one should type the words "void" and "short" as they are shown in the Documentation and Appendix. My first thought is "no" since they are not connected to the calls by underscores but, then again, they are shown with every single call and it is never explained outright whether they are needed (though it is explained what they mean).
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"it_icon_adjust" is how you want the game (BoA) to interpret the graphic that you choose. If you played the sample scenarios, you saw some color variants of some different graphics, or they were darker, lighter, tinted, inverted, color-swapped, etc (or a combination of a couple). That's what that it is. It just doesn't show up in the editor unless you also use "it_ed_icon_adjust". If it is not called or left at -1 I believe that no adjustment is made. (Similar calls are "cr_icon_adjust", "fl_icon_adjust", and "te_icon_adjust".) (This information is dependant on whether I have read the instructions correctly.)
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.. everything he said was completely relevent.. what are you talking about?
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One thing that I have noticed is that "dungeons" may have little to no fights at all and may be intended to drive the story. For instance, a room in the dungeon may contain several tomes which explain in unabridged detail what the heck is going on, something that would be wholly unrealistic coming from dialogue. Secondly, the dungeon may be critical to the story and not just "the bad guy's fortress".
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Let's just say that their stash that they left there was destroyed in the flood.
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Quote: Originally written by spyderbytes: As long as we're dreaming here... I'd like to have a call that re-inits all floors/terrains to their default state (as set in the editor). I just made a town with a dam, and it's MUCH different depending on whether the floodgates are opened or closed (about 3 dozen squares change--coulda been much worse, I guess, if I hadn't planned so carefully ). Going through all those squares and saying what they change to when the puzzle is solved was a pain, but understandably necessary. Going BACK through and saying, essentially, "now put it all back like it was when the party entered", in case they decide to undo what they did, seemed like more work than was really required. You could trying making some custom terrains/floors which you can just flip en masse when you need to. i dunno, would that work?
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I... suppose...
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I would hope that those wearing said kilts would be wearing them on the surface.
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*bows head in silence for spy.there's idea*
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Has anyone noticed that on about half of the road terrains, when the party steps on them, they produce the crunch sound instead of the normal alternating stepping sound? A minor annoyance.
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I miss item decriptions...
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As for leveling with th 5th/6th characters, you could just have multiple versions of the same character that, certain points in time, switched from one to the other. I can't explain this script-wise... but I'm sure it is plausible.
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he's also in Diplomacy With the Dead, which is what made me think that maybe he could be a possibility for other scenarios.
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I was wondering if anyone was going to incorporate this guy. He's kinda a neat concept as he seems to like making references to other scenarios. Perhaps he could start making references to other people's scenarios (besides Jeff's of course) in there own, and vice versa? Plus he seems to give out teensy little quests as well. Just a thought.
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Quite clever of you. And how did you manage to discover this?
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We all know you can have scripts check to see if you have a slith or a nephil in your party, but can you have it cjeck to see if you have a human in your party?
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Whelp, the source code was included, so, if you wanted to mangle a version of the BoA Scenario Editor of your own using C, you could make one which included a visual picker for the monsters and items yourself.
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Living in Valorim
Daravon replied to rent-our-ihrno's topic in Avernum Trilogy (2000-2002 original versions)
I would live at the Monastary of Madness. I think that I'd fit in well there. -
It's never too late to make a sequal...