Drakefyre
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You could probably get someone to email it to you or host it on their site if spidweb's isn't working for you.
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You can edit over the pre-made creatures in your data file.
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Floor posion/disease special property
Drakefyre replied to Newtfeet's topic in Blades of Avernum Editor
It's impossible to have a resistance of zero. The actual HP damage is generally between 1-10 for one layer, 15-30 for two, and between 30-50 for three. Poison, with lots of layers, can be devastating. -
Floor posion/disease special property
Drakefyre replied to Newtfeet's topic in Blades of Avernum Editor
It depends on the PC's resistance to poison/disease. -
Or you could every monster in the scenario a resistance to everything at 50%, and then anything less than 50% would be like a weakness.
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To see conformance, just randomly place water in an outdoor section. Even though you're placing a whole square of water, if it's next to ground, it will automatically change into a corner or an edge.
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Article - Tips for Creating Challenging Monsters
Drakefyre replied to Drakefyre's topic in Blades of Avernum Editor
Another trick would be to make the creature a species that will pick up items on the ground, and lay some scrolls or potions on the ground for when they've exhausted the ones they're carrying. -
Do you want Avernum-style graphics, or just a stormy sky (not that I can do either ...)?
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Article - Tips for Creating Challenging Monsters At some point, you'll get tired of the general types of monsters and want to create something more interesting, more challenging, and more innovative. These are some general tips to make your monsters more difficult without making them boring or repetitive. Depending on the degree to which they're used, they can make any level scenario more challenging and interesting. 1) The basic thing you can do is increase a monster's level, which will greatly increase a monster's damage, health, spell points, and general effectiveness. However, it doesn't do a lot to make them new and interesting. 2) Experiment with melee attacks. Increase the melee stat and strength of a monster and decrease the monster's HP or even the number of sides on the dice for innate melee attacks. A 20d5 attack is much better than a 5d20 attack, and a 20d5 attack is more likely to pierce armor and do damage at higher levels. 3) Increase the effectiveness of spellcaster AI by adjusting spell levels. Using the call 'change_spell_level' you can adjust spell levels to 0, 1, or 3 (two is the default). Setting the spell level to '0' will mean that the monster will never cast that spell, meaning that you can effectively choose which spells a mage or priest will cast, reducing (or eliminating) the amount of castings of woefully ineffective spells. 4) Use disabling special abilities. Disabling special abilities are ones that limit the mobility and effectiveness of the party, like slowing, cursing, webs, paralysis, confusion, et cetera. Paralysis should only be used sparingly, since it will doom a singleton (one-PC party), which many people play with. Still, webs, sleep, and slowing will allow your monster to get extra attacks in, while slowing down the movement of the party, forcing the player to use different tactics. 5) Target a certain type of PC. Using the dumbfounding ray special ability will remove spellcasters from the battle, making the party use melee to beat you. Using an antimagic field will also do it, as will adjusting immunities. Likewise, giving a monster high armor and low immunities will necessitate using spells to attack it. 6) Play around with monster behavior scripts. Stareye wrote a behavior script called 'magekiller', which will make the monster attack the PC with the highest amount of mage or priest skill. Other behavior scripts involve regenerating, hasting, blessing, and other things that monsters shouldn't be able to do but can. Be careful with some of them, though - making a behavior script too powerful will seriously annoy the player. 7) Use the ray special abilities. Rays only take one AP to fire, and they're a good way to put medium-level parties on the defensive. 8) Don't ignore the eight item slots you have! One of the most powerful tools that designers have is the capability to equip our monsters with weapons, armor, potions, scrolls, and more. Giant Chiefs in Avernum 3 quaffed an invulnerability potion before every battle. Giving an invulnerability elixir to a warrior-priest will allow him to cast defense priest spells without having to worry about dying for a few turns. Giving a goblin a scroll with Lightning Spray will shock a low-level party. Tweaking items and testing various combinations will ensure that you've got the right balance for your scenario. Still, all of these are only useful if they're used in the right setting. Having an outdoor combat full of heat ray-firing ruby skeletons in a beginner scenario will make anyone but the best players give up in frustration. A more appropriate combat would be a few ghouls (disablers) along with a ruby skeleton or two - slowing the party so that they can't respond to the barrage of fire unless they quickly cast Repel Spirit. As a player, I'd rather face a few interesting monsters used in combination than slogging through tons of the same monster. -- Drakefyre
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I'm going to excuse you because you haven't been in the community for a while, but group scenarios are ... a horrible idea.
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Floor posion/disease special property
Drakefyre replied to Newtfeet's topic in Blades of Avernum Editor
It's not in damage - it's in layers of poison. -
You can have a dirt floor, can't you? You could make a swamp that's water and ground so that people can boat through it and walk on it.
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They're loaded when the scenario is created, AFAIK. Also, the monster's behavior script will affect this too.
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It doesn't make them sloped, it makes them brown. I was talking about the regular flat floor called 'hills' in BoE and 'dirt' here. And I think that a floor can have several of those properties.
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Do you notice how hill terrain next to grass has all sorts of angles that come naturally? That's what it means.
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Yes, and it's a pretty good story device. Killing people isn't necessary for movies or losing items anymore, though.
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Yes, AFAIK.
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The editor comes with the game.
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You could just create a copy of the monster that starts out friendly and create that monster instead of the hostile version (unless all placed monsters are hostile, in which case ...)
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I believe the first part is correct. As for the variables, I think that they are temporary for the run of the script, and they can't be used in any other thing because of their limited scope, which is one reason to use SDFs for everything you want to carry important data.
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When lots of people are trying to download the same thing, some connections will get refused.
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Quote: Now I must carefully consider whether or not I will go mad with power. This is part of the reason
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Yes, I just made you a mod - of this forum only, and without access to the mod board. *i is a stealth admin, and thus has no need of being a mod.
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If you want to get that character number, the best thing to do is pre-place a character in an encounter and then set the encounter to visible when the triggering action occurs.
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The game will not end until the current script sequence finishes. Drakey, did you just make me a mod?
