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Found 13 results

  1. I'm playing ASR and springing traps more often than disarming them despite my Nephilim having nimble fingers, a maximum dexterity, a maximum trap skill, and helpful equipment. Are the help files missing something? Should she be a higher level or smarter or stronger or something?
  2. There's one of those white dots on the north bank of the river north of Liam (on the same map as Liam). I've tried everything I can think of, but I can't reach it. It's completely surrounded by river and trees. How do I get to it?
  3. Hi! I just installed Blade of Exile on windows 3.1 using DosBox and my mouse is flickering. Did by any chance someone had the same issue (maybe a long time ago!)? Thanks a lot!
  4. Hi! I'm ADoS, a long-time Blades of Exile player and designer. I'm helping Celtic Minstrel with the development of the Open Blades of Exile project. Specifically, he does all the programming, creative direction, decision making, project maintenance, etc. (the hard part) and I do testing of various kinds, troubleshooting, some graphics work, provide suggestions and ideas, and assorted other miscellany that doesn't involve programming (I don't know how). Blades of Exile, for those who don't know, is a small software suite that allows you to design and share your own adventures in the game en
  5. Porting of objects (creatures, terrain and items) is based upon the conversion tables. Said tables envisage no customization of any object. This is not helpful when the best scenarios feature a lot of customization of objects. Currently the tables are hard-coded, written into the Editor program itself. They are found in the header file Bl A Fileio.h. Porting a heavily customized scenario requires the ability to alter the header file and then compile the program, something not everyone will be familiar with. Two approaches are possible here: (1) tables are no longer written into the p
  6. What is the most powerful spell in BoE in your opinion and why? Please try to vote in the poll. It isn't hard, and can give me an overview of this stuff while your posts give me a good analysis. I can tell right now that the BoE community is extremely small.
  7. We should have some nodes to do quick and dirty arithmetic and logic checks. For all the following, Stuff Done Flags is the result, Extra 1x is Input A, and Extra 2x is Input B. SDF_ADD: Add SDF A and SDF B, store the result in Stuff Done Flags (A+ SDF_SUB: Subtract SDF A into SDF B, store the result in Stuff Done Flags (A- SDF_MULT: Multiply SDF A and SDF B, store the result in Stuff Done Flags (A* SDF_ADD: Devide SDF A into SDF B, store the result in Stuff Done Flags, rounded down (floor(A/B) SDF_POW: Raise SDF A by SDF B, store the result in Stuff Done Flags (A^ (will SDF limi
  8. With the help of Tridash, I was able to get CBoE compiled for 64-bit windows! Probably not too much in the way of a point, but native 64-bit binaries for a game released in 1997 isn't too bad I dinked around and didn't notice any errors, but it's best to be considered experimental. Download the game (with 64-bit boesounds) here. Next up: Getting ScenEdit and CharEdit to compile at all on my new system :|
  9. Having SDFs that auto-populate to relevant info could make it easier to make more dynamic special node chains. Some ideas I have: SDF_CURR_COORD_X: The party/active PC's current X coord SDF_CURR_COORD_Y: The party/active PC's current Y coord SDF_CURR_TERRAIN: The terrain type currently being stood on by the party/active PC SDF_LAST_RESULT: For SDF logic, the last returned answer (1=true/0=false) Obviously there are more potential ideas here, I just vomited out some off the top of my head.
  10. Hooks will be conditionals that will, call a special upon being triggered. Some examples of hook types: A monster of type x is attacked Food is consumed The party steps onto terrain type x A specific monster sees the party The general idea is that these will run whenever a condition is triggered (and is scoped properly). Users should be able to scope globally, outdoors only, in towns, in specific towns. The hook will then populate some special SDFs and trigger a special (we can possibly include a way to scope the special type--for example town-scoped hooks trigger town specials).
  11. - HP and SP never regenerate on their own - Potions, spells, etc. restore twice as much HP or SP as usual It might be interesting to see how this affects game balance.
  12. Has anyone managed to get the Scenario Editor working in any way on OS X ML? Just curious, since I haven't figured it out myself. Thanks
  13. I have been working on this scenario since approximately 2010. Back then it was a simple utility scenario. It's evolved into a lot more in my head. Only, one thing. I have, like, zero motivation to design this. It appears to be that the number of scenarios released since 2010 can be counted on one hand, which is...yeah. Most of my interest has been centered around development, and since I can't program well enough to help out, that leaves me rather useless in the whole thing. I dunno. Here have a screenshot:
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