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Averum Ruined World and fake Anama rings


Earth

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Hello Earth,

 

This is a tricky problem to diagnose, I'm afraid. The way the game deals with the barriers in Shayder, and the way it deals with the fake rings, are both hardcoded. Unlike parts of the game that can be found in the scripts, this means that it's not very easy to figure out what the problem is. Honestly, the best person the know how to fix this in a conventional way would be Jeff through his support email. Be patient! Jeff is good at replying to help requests!

 

In the meantime, I do have a solution for you. However, it's a slightly overpowered one that involves some script editing.

 

If you can, it's best to make a copy of the Avernum 3 application first – just to be safe. If you can't, make sure you make a copy of the script that you are editing. That way, you'll be able to easily return the game to its original state when you're done.

 

First, you'll need to find your scripts folder. If you're using a Mac, control-click on the application and select 'Show Package Contents'. You can then find the scripts folder (named 'Resources') in 'Contents'. On Windows, apparently the folder (named 'Scripts') can be found in the same one that contains your application. If you're using another distribution, such as through Steam, then finding the right folder might be a little more complicated, I'm afraid.

 

Find the file 'a3objsmisc.txt'. Make a copy of this and put it in a safe place! Then you can return the game to its original state after you've made any changes. Search in the file for 'barrier', and you will find the following bit of text:

 

begindefineobject 186;//
    import = 9;
    ob_name = "Magic Barrier S";
    ob_graphic_template = 67;
    ob_graphic_sheet = 2;    
    ob_base_icon_num = 0;
    ob_num_anim_steps = 8;    
    ob_which_icon_destroyed = -1;
    ob_effect_when_slain = 60;
    ob_width = 256;    
    ob_height = 256;    
    ob_default_script = "barrier";
    ob_in_space_offset_x = 0;
    ob_in_space_offset_y = 0;
begindefineobject 187;
    ob_name = "Special Barrier"; //
    ob_default_script = "";
    ob_graphic_coloradj = 64;

 

This is the code that describes the behaviour of magic barriers. Add one extra line of text to this – 'ob_blockage_type = 0;' – as shown below, and save the file:

 

begindefineobject 186;//
    import = 9;
    ob_name = "Magic Barrier S";
    ob_blockage_type = 0;    
    ob_graphic_template = 67;
    ob_graphic_sheet = 2;    
    ob_base_icon_num = 0;
    ob_num_anim_steps = 8;    
    ob_which_icon_destroyed = -1;
    ob_effect_when_slain = 60;
    ob_width = 256;    
    ob_height = 256;    
    ob_default_script = "barrier";
    ob_in_space_offset_x = 0;
    ob_in_space_offset_y = 0;
begindefineobject 187;
    ob_name = "Special Barrier"; //
    ob_default_script = "";
    ob_graphic_coloradj = 64;

 

Now, go back to Shayder. If you go up to the barriers, you'll still receive the message that you can't get through. However, try walking through them anyway. The change you just made altered the barriers so that they are transparent to your party – you can just walk right through them! In actual fact, you can now walk through *any* barrier in the game, even those that cannot be dispelled, so you'll want to change the game back to its original state once you've finished.

 

After you've done what you want to do in the upper areas of Shayder, make sure to leave the city. Then, either remove the 'ob_blockage_type = 0;' from the script file, or replace the altered one with the original copy you made. There you go! You've made it to the upper levels of Shayder, and the game is now back to normal.

 

I hope this helps, and sorry that it's a slightly complicated process!

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