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:Slash:

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Everything posted by :Slash:

  1. Its strange, I've been here for a LONG time, and still, the only major thread I was ever a part of (or in fact, ever noticed) was the Slith/Nephil Thread.
  2. Quote: Originally written by Dikiyoba: That's not very realistic, even if it is true. Dikiyoba wishes Dikiyoba could sneak into Bargha (sp?) and cause all sorts of havoc, regardless of the danger. Yep. I remember coming back just before I kicked Garzahds ass and taking on the biggest attack party they had, slaughtering it in three rounds. My two wizards deepfried them...
  3. Granted, I forgot the under-bridge part . As for the ice floors, it would probably be impossible to check, since the only place I recall seeing them in A2 is in the Empire Archives in the far North-east of empire-controlled Avernum, and there the floors are inside the building, where you cant use orb.
  4. Quote: Originally written by Tom: You can use the keypad, too. I know, I know... Since I've played all of my spidweb games on my dads laptop, I never could use the numpad, so I rarely take it into consideration... As for the engine behaving strangely, my guess is that all the boxes for lava(and, indeed, that ice sludge found here and there) were checked, so to speak(You know, 'party can walk on - check' 'boat can travel on - check') and the engine mixes it up and lets you walk on it, but not land on it...
  5. Aaah, I remember trying to fight my way through the empire barricades. The fight gradually get tougher, and soon they gave me loads of xp. Imagine my surprise when I got the "You were overrun by the whole empire army bla bla" message. Hell, my party at the end of A2 could probably take on their whole empire and come out mostly in one piece, if you threw them a dozen invulnerbility potions or so.
  6. EDIT: Sorry, thought I was in the Avernum Trilogy forum...
  7. I never liked Nethergate. It always thought of it as much more difficult than the Avernum Series, and I didn't have the patience to play through as the romans, only as the Celts.
  8. Mighty nice spelling there, Thralni... That puzzle can only be solved by moving diagonally using the mouse controlls. I remember having the same problem, but I managed to solve it pretty fast.
  9. Oh well. At least I increased my post count! <loud cheering, and muffled cries of "you go girl! I mean boy."> I'll quote this in the most embarassing forum.
  10. Wow. I really am dull not to get that one. <Goes to the corner and cries> Oh well.
  11. Hmm. Well. I guess the reason why I still experience that is because i never download any patches. Never. My internet connection is too crappy for anything but surfing and playing text-rpgs. Incedently, know any good ones(free of course)?
  12. Yeah, I think I remember now. I went back to the temple and took another one, but the message was identical, so I thought it was a bug and let it go at that. Thanks though!
  13. Weird. I only found one Wrapped up Bug. For future reference, where do you get the others?
  14. It was in the Vahnatai Lands, up north, past the floating platforms guarded by demons. There was a weird place to the northwest in that outdoor section, where you could use the wrapped up bug at an chitrach altar. It did nothing for me though, as I remember it.
  15. Sure, the Anama suck. But they've got a point. Magic is way to dangerous for just about anyone to learn and use. At the very least they should not let anyone use magic without proper tutoring. Although this might lead to some of the chaos portrayed in the Wheel of Time series by Robert Jordan. Anyway, I was too moral to rob the Anama. I just didn't join them(well, once, when I had a four-priest party).
  16. Right, sorry, it works now. Must have been some temporal bug in the system... Thanks Alot!
  17. All I get is an error. You sure you got the URL right? Actually, you can just post a link to somewhere from where I can download it. You don't have to make it a direct link like that. Thanks anyway, though.
  18. Can anyone post a link where I can download ResEdit? It would help alot, since I can't spare the time searching for it...
  19. Will my BoA work on PC? I doubt it, since I bought it before the windows version came up, but I wanted to make sure. And if it doesn't, will I have to pay full price for a new game in order to play my BoA on the PC I'm gonna buy in a couple of weeks? Or will I get a discount or something?
  20. Oh, sorry. Didn't realize you were responding to his post, not mine. Never mind. Thanks anyhow!
  21. teleport_party only works inside of towns, when move_to_new_town does not work(or does it?) Kelandon, what do you mean? The party will use the amulet the first time inside of town, when not in a fight, so they will have to be somewhere where they will fit. The game would remember their locations as SDFs, the x coordinate as (90,10) and the y as (90,11), and then when the amulet was used again, it would move them to these coordinates in this town(90,12). Anyway, is there any place where I can go and sumbit any wishes for scripts in the next BoA patch? Because if you modified the move_to_new_town call so that it would work everywhere, or at least in scen scripts. No wait, cancel that. If that call would work everywhere, then you would be able to transport an NPC to a new town, which would probably crash the game. Ok, so just in the scen script.
  22. Long time no see... Although I doubt anyone remembers me. Or gives a doodle. (I forgot, are these forums censored?) Anyway, I'm trying to recreate the Mark/Recall thing you get in some games. Anyone who has played Baldurs Gate or Morrowind will know what I mean. Problem is, I've gotten as far as making a custom item (an amulet) that will run a scenario state, and mark the location by transforming the location of the first character into three SDFs = The x coordinate, the y coordinate, and the town number. Then I tried to actually move the party into the marked spot. Now here's where the problems begin. You can't run the move_to_new_town and teleport_party calls from the scen script. I tried bypassing this by making a run_town_script instead, and making state 60 and 61 in each town script move the party to a new town/teleport party. Now apparantly, you can't use the run_town_script inside a scen. script either. Which sucks. So, I'm at a loss. I really want to get the Recall thing in. Anyone know any solution to this problem? I thought about making this Mark/Recall thing into a custom ability, but its relativily late now, and I'm pretty tired, so I'm gonna chec it out tommorow insteas. Here's the final script that I came up with. state 60 and 61 in the town scripts will use the calls move_to_new_town or teleport_party based on SDF's 90,10; 90,11; and 90, 12. (variables are i,j,town,coordx,coordy, and choice) beginstate 10; if ((is_town() == 1) && (is_combat() == 0)){ reset_dialog(); add_dialog_str(0,"The bluish amulet glows faintly as you hold it in your hand. Do you want to activate it?",0); add_dialog_choice(0,"Activate the amulet."); add_dialog_choice(1,"Put it back in your inventory."); choice = run_dialog(1); if ((choice == 1) && (get_flag(90,15) == 0)) { set_flag(90,15,10); play_sound(28); reset_dialog(); add_dialog_str(0,"You concentrate on the amulet, at the way the light reflects across its slightly metallic surface, just like the old wizard taught you. You reach out, carefully, with your mind, caressing the amulet with your essence.",0); add_dialog_str(1,"The amulet starts to glow more brightly, its bluish light casting surreal shadows everywhere. You concentrate harder, and the crystal fires a beam of light downwards, into the ground.",0); add_dialog_str(2,"Then, without warning, the amulet ceases its magic, and the surreal light vanishes, leaving only the ever-present marine glow of its harsh surface.",0); add_dialog_str(3,"You bend down and examine the ground where the ray of light from the amulet had struck. Sure enough, there, on the ground, is a small pentagram, imprinted there by the amulet. Just as the old wizard said.",0); add_dialog_str(4,"(The amulet has now marked this location, and the next time you use it, it will transport you here.)",0); add_dialog_choice(0,"OK."); choice = run_dialog(0); if (choice == 1){ coordx = char_loc_x(0); coordy = char_loc_y(0); town = current_town(); set_flag(90,10,coordx); set_flag(90,11,coordy); set_flag(90,12,town); print_str_color("Your position is now Marked.",4); end(); } } if ((choice == 1) && (get_flag(90,15) == 10)) { set_flag(90,15,0); reset_dialog(); add_dialog_str(0,"You concentrate on the amulet, just like you did last time. However, this time, the bluish light of the amulet turns red, as soon as you touch it with your essence. The building glow envelopes you, blinding you, filling your mind with the red light.",0); add_dialog_str(1,"When the light fades, you realize you are in a different place. You look around, and recognize the familiar setting as the place where you last used the amulet.",0); add_dialog_str(2,"The glow of the amulet starts to recede, but before it is completely gone, it reaches out and envelops the mark it had left previously. Then, suddenly, the amulet is back to normal, glowing slightly with a bluish tint.",0); add_dialog_choice(0,"Neat."); choice = run_dialog(0); if (choice = 1){ if (current_town() != town) run_town_script(60); if (current_town() == town) run_town_script(61); } } if (choice == 2){ reset_dialog(); add_dialog_str(0,"You put the amulet back into your pack. Magic isn't to be taken for granted.",0); add_dialog_choice(0,"OK."); run_dialog(0); } } break; Its probably pretty poor compared to some of the stuff I've seen in Kelandons and others scenarios, but hey, I ain't that good at this. Yet.
  23. Ok, thanks! Does an readme come with the patch and explain how the new calls work, or do you get the immense pleasure of figuring it out on your own?
  24. I downloaded the "Nine Variations on Point B", "High Level Party builder", and a couple of other scenarios(straight from Kelandons webpage), and my Blades of Avernum diodn't play them, saying that the call "clear_buffer" doesnt exist. I went into the scripts, and tried to figure it out. I've never heard of, or seen these scripts = "clear_buffer", "append_string", "append_number", etc. So, whats going on? Is a new patch available? Where? i haven't seen anything on Spidweb... Or is there something wrong with my game? Hardly. I want to know why those calls don't work on my game, and also how to use them. They seem pretty neat...
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