Drakefyre
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Posts posted by Drakefyre
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force_start_day(-1);
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If both computers have Ethernet, you can buy a crossover cable for about $15.
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I use a paper notebook for ideas and things like that. For SDFs, I don't keep track of them at all.
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I asked for it during beta too

But turning them off is the best alternate solution.
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First, welcome back. I look forward to the second half of AC3.
And also, you're hardly the first one to come up with the idea.
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It should be if (char_has_item(ME,447) == 1)
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1250 ticks of each day (first 625 and last 625) are darkness.
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There's the set_attitude call. For the HP part, you can use get_health and get_max_health calls. To be more efficient, get_max_health once and then store it in a variable.
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There's also the nullmonst script in the VoDT folder.
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As do all special classes, etc.
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Loading the scenario - like from a saved game, probably. Starting the scenario is entering it with a party.
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Yes, you need to be outside of the town. You may also have to type SHIFT+. to reset towns.
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Especially if we forget to take out your modified sound file when we play a new scenario.
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Well, we're going to have to make some changes, and this might as well be one of them.
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First of all, why in the world do you need 100 outdoor sections?
Secondly, I don't get the same problem.
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Don't bother waiting - Jeff will implement any changes in both versions equally.
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Jeff doesn't actually make the graphics. Credit Andrew Hunter for the PCs and terrain, and Phil Foglio for the drawings.
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Although BoA does make it a little easier by allowing the importing of outdoor sections and keeping scripts separate from the .bas file. And *i, we expect to see you back soon
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Submit to Brett. He has the comprehensive database, and I have very little space left.
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Well, it doesn't for him.
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Yeah, but we want one for the long-term, in case spidweb happens to drop support for BoA and takes months to add new things.
I think that you should accept three kinds of scripts - monster, terrain, and cool things.
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*i, you should post your magekiller script. I've got some monster scripts I'm working on too.
In that magekiller script, monsters will target characters based on spell-level, which is a more simplistic way of going about it and doesn't take much more into account, but it's still great to have.
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The 'hey' and 'hello' are definitely still in BoA, and unfortunately we can't use custom sounds.
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Again, just be careful when editing over monsters that are summoned (mainly just the shades).

Possible adjustment to basicnpc
in Blades of Avernum Editor
Posted
Change basicnpc all you want - it's the default script for all monsters in the scenario you're writing - there's nothing sacred about it.