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*i

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Everything posted by *i

  1. Hi. The Lyceum now has a script database called the codex. Right now it needs some scripts, any kind of script. So, if you are a designer and have some neat scripts you created, post them now and get credit for the idea! Also, if you need ideas for scripts, take a visit as well. The Codex
  2. It seems when the get_nearest_char commands are called in a creature script, it returns its own number for its value. The creature running the script was created using the place_monster call. Is anyone else having problems with this?
  3. Just give the scenario an appropriate content rating, i.e. R.
  4. This idea was attempted by yours truly back in good old 1998 with Blades of Exile. It never caught on and was never really implemented. Try if you want, but do not expect them to be really popular.
  5. The editor code is open source and all the art is technically available online free to the consumer so long as it is used for Spiderweb Software related projects. As long as you keep this restricton, there should be no problems.
  6. Quote: Originally written by Kelandon: If I'm not mistaken, *i isn't afraid to talk about his scenarios before they are released (judging from the 1239572394 "Gallows Update" topics over in the ancient threads of the Lyceum). Therefore I shall not fear either. It only works if you have a history of releasing things. The people who talk about things are usually newbies or close to who never finish.
  7. Creature ID is used in having NPCs leave the party.
  8. You may want to actually put comments in the script so other designers can modify it easily.
  9. I tried to convince Jeff to implement this during beta-testing. He refused. Perhaps if enough people apply enough pressure, he may change his mind. It seems simple enough.
  10. The best innovative puzzles, in my opinion, fit logically into the dungeon. Puzzles for the sake of having a puzzle should be eliminated.
  11. Just a thought, but I've never used add_char_to_party() as a comparative call before. I just check everything with flags (i.e. a counter to count the number of NPCs for greater versatility; I check to see if the number is greater than two when adding new party members). Just have add_char_to_party(6) as a separate call that does not compare anything. Try that and see if it works.
  12. My vote goes to Tim Farland. His graphics are legendary in the early community, far superior to anything DrkDraxis or Brave Sir Robin did, in my opinion.
  13. Strange. Did you try leaving the town and returning? What happens then? Also, if you post your code with a brief description, that would be very helpful.
  14. Does this involve a PC stepping on the space? If so, there is perhaps an alternate way of doing this. This assumes the leading character will be the character to step on the space. Code: i = 0;while (i < 5) { if (char_ok(i)) { lead_char = i; i = 5; } else i = i + 1;} Now, check the value of lead_char and that is the party member. Not as versatile, but gets the job done under appropriate conditions. Nonetheless email spidweb@spiderwebsoftware.com to report this bug.
  15. The profits come from the game itself, not the editor. The editor is technically free.
  16. Quote: Status Ranges The legal range for most statuses if 0 to 250 (so it can have any value from 0, for no status, to 250, the maximum). There are some exceptions. Bless, Shield, and Haste can have a negative value, and can range from –250 to 250. Sleep, Charm, and Paralyze can be at most 10 (so a character can’t magically sleep for over 10 turns). I quote the Appendices. Perhaps you should read it more closely. The calls not only apply to PCs, but NPCs as well. You can use them on either a party member or a creature. That is a lot of versatilitiy, in my opinion.
  17. The source code is available. You are free to implement this if you find a way.
  18. Well, this is hard to diagnose without being more specific. Have you moved your town entrances appropriately? If you want them to appear at a specific spot, place all four (north, south, east, west) on the same spot. If you need to have different entrance points, make sure the town entrance box on the outdoors map is at least 3x3.
  19. 1) NPCs and pets have been explored in BoE. Unfortunately, you still cannot control them in BoA. Their versatility, however, has been improved greatly. 2) Been done before, although can be advanced with the BoA setting with the can_see_party() call. 3) Sort of like Azaklan in At the Gallows?
  20. That would be a problem. I suggest learning how to program at a very basic level first. If you do not understand the nature of flow controllers, there is no amount of tutoring one can do to help you. Ask specific questions and we can help you. I sincerely doubt anyone has the time to tutor anyone with BoA.
  21. You are far from the first to propose the idea. It's been tried several times before and always met with failure. The problem is there is no real incentive other than the warm fuzzy feeling of accomplishment and reading praising e-mails. This lack of incentive means that participants have no real motivation and pulling out of the project is almost inevitable.
  22. Besides, no scenario designer I know wants to invest time in someone else's idea.
  23. I shouldn't say anything but, a few definitions: morale - The state of the spirits of a person or group as exhibited by confidence, cheerfulness, discipline, and willingness to perform assigned tasks. moral - Of or concerned with the judgment of the goodness or badness of human action and character.
  24. Quote: Originally written by Vent: * Obviously, when one speaks about warehouses of waste, one thinks of those of radioactive waste. In this direction, the scenario covers the subject rather well. Except it does not at all. Radioactive waste is an extremely complicated issue. I understand the school was closed in a hurry, but why did they not take means of disposing of it? Especially since this meant really pushing a button. Radioactive waste, on the other hand, is not as easy to deal with. However, there are other issues such as whether to store, reprocess, or even transmute the stuff. If stored, then the question of how much leakage is too much and how long does it need to be stored before it is safe. Time is not such a pressing concern on this issue. If the moral of the story is not to store radioactive waste in a repository such as Yucca Mountain, then the scenario really failed to present a side. If the moral was not to leave behind messes hastily, then I suppose. However, neither were clear in the scenario.
  25. I don't think you need to give everything equal time, so long as you give all aspects some explanation and perspective. Things that are evil and wrong for the sake of being evil and wrong are not good storyline devices. The point with VoDT is that if you consider pollution to be your villain, it is ultimately shallow and the moral gained from the story is as well. We can debate about any implied moral all we want. All that matters is that if one was attempted, then it failed. Future attempts that present morals should be able to look at VoDTs shortcomings and improve upon them.
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