Profile for Kennedy
Field | Value |
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Displayed name | Kennedy |
Member number | 1016 |
Title | Warrior |
Postcount | 141 |
Homepage | |
Registered | Saturday, April 20 2002 07:00 |
Recent posts
Pages
Author | Recent posts |
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Saved Game Files in Blades of Avernum | |
Warrior
Member # 1016
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written Saturday, April 24 2004 12:27
Profile
The ability to design custom items may also play a part in that. Suppose for each of the inventory slots you are carrying a custom item with a unique name. This would probably take a large chunk of file size. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Calls that we wish existed in Blades of Avernum Editor | |
Warrior
Member # 1016
|
written Friday, April 16 2004 17:25
Profile
I wish that there was a call that would cast a certain spell on a certain character. example void cast_spell(short target_char,short mage_or_priest,short which_spell) that would then cast the selected spell on the target character. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Calls that we wish existed in Blades of Avernum | |
Warrior
Member # 1016
|
written Friday, April 16 2004 17:25
Profile
I wish that there was a call that would cast a certain spell on a certain character. example void cast_spell(short target_char,short mage_or_priest,short which_spell) that would then cast the selected spell on the target character. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
make npc visible after death? in Blades of Avernum Editor | |
Warrior
Member # 1016
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written Thursday, April 15 2004 21:06
Profile
Actualy I would suggest just drawing the graphic on top of the wall and placing an ordinary wall where you want the monster to be, kind of like the way wall decorations are done. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
make npc visible after death? in Blades of Avernum | |
Warrior
Member # 1016
|
written Thursday, April 15 2004 21:06
Profile
Actualy I would suggest just drawing the graphic on top of the wall and placing an ordinary wall where you want the monster to be, kind of like the way wall decorations are done. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Roses of Reckoning (BoA) is Released! in Blades of Avernum | |
Warrior
Member # 1016
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written Monday, April 12 2004 18:29
Profile
quote:Well, I forgot the directions so you my want to have the option of asking him to repeat them. Didn't he say that the grave was to the east though? Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Roses of Reckoning (BoA) is Released! in Blades of Avernum | |
Warrior
Member # 1016
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written Friday, April 9 2004 20:30
Profile
Something you may want to consider adding is the ability to read the grave stones by giving them a te_special_property value of 39 like signs have. Then you could have the graves say amusing things like: "If you can read this you're standing on my coffin." Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Roses of Reckoning (BoA) is Released! in Blades of Avernum | |
Warrior
Member # 1016
|
written Friday, April 9 2004 02:44
Profile
I also got the error message about the guards after resting in the inn to finish the quest. I would also suggest adding some piercing crystals as I was only able to find one dispel barrier scroll. On another note the game did not take away some of my roses despite them having custom graphics, when I started a new scenerio I still had them! But they did not have any graphics. [ Friday, April 09, 2004 02:45: Message edited by: Kennedy ] Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Scenario compatibility in Blades of Avernum | |
Warrior
Member # 1016
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written Friday, April 9 2004 00:39
Profile
quote:When I asked Jeff about this he said that when you order the game you will get it in BOTH platforms, windows and Mac. So I assume that if you buy the game now that when the windows version is available you will recieve a registration code for that version as well if you allready registered the Mac version. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Calls that we wish existed in Blades of Avernum Editor | |
Warrior
Member # 1016
|
written Tuesday, April 6 2004 18:28
Profile
I wish there was an option to set the color adjustment for floors and terrain in a particular town, Kind of like in Geneforge 2 where the Crystal mine was tinted. I also like the idea of being able to get how many charges an item has and being able to change the number of charges to your desire. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Calls that we wish existed in Blades of Avernum | |
Warrior
Member # 1016
|
written Tuesday, April 6 2004 18:28
Profile
I wish there was an option to set the color adjustment for floors and terrain in a particular town, Kind of like in Geneforge 2 where the Crystal mine was tinted. I also like the idea of being able to get how many charges an item has and being able to change the number of charges to your desire. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Custom sounds! I did it! in Blades of Avernum Editor | |
Warrior
Member # 1016
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written Monday, April 5 2004 09:05
Profile
quote:Yeah, I did experience a slight bug where the automap in the bottom left corner of the screen ceased to function after playing the sound, but I prssed the 'A' key to turn it back on and it went back to normal. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Custom sounds! I did it! in Blades of Avernum | |
Warrior
Member # 1016
|
written Monday, April 5 2004 09:05
Profile
quote:Yeah, I did experience a slight bug where the automap in the bottom left corner of the screen ceased to function after playing the sound, but I prssed the 'A' key to turn it back on and it went back to normal. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Custom sounds! I did it! in Blades of Avernum Editor | |
Warrior
Member # 1016
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written Friday, April 2 2004 19:57
Profile
I managed to add custom sounds to a scenerio I made. To do so open the scenerio's .CMG file with Resedit and add the SND resource you want for your scenerio into it. Next select the SND and choose "get info" from the "resource" pull down menu, and change the ID number to 20000+X where X is the number you want to assign the sound. I suggest having X be 174 or greater as anything less then that is allready taken. After that you can then play your custom sound with the play_sound(X) where X is the value you chose earlier. So if your sound resource has an ID of 20187, then you would type play_sound(187) to play it. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Custom sounds! I did it! in Blades of Avernum | |
Warrior
Member # 1016
|
written Friday, April 2 2004 19:57
Profile
I managed to add custom sounds to a scenerio I made. To do so open the scenerio's .CMG file with Resedit and add the SND resource you want for your scenerio into it. Next select the SND and choose "get info" from the "resource" pull down menu, and change the ID number to 20000+X where X is the number you want to assign the sound. I suggest having X be 174 or greater as anything less then that is allready taken. After that you can then play your custom sound with the play_sound(X) where X is the value you chose earlier. So if your sound resource has an ID of 20187, then you would type play_sound(187) to play it. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
repairing a scenario [VoDT] in Blades of Avernum | |
Warrior
Member # 1016
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written Tuesday, March 30 2004 14:15
Profile
I think you have to leave the town then reset it. If you reset while still in town I believe it will still be hostile. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
VotD: Scrolls of Mining/Woodcarving? in Blades of Avernum | |
Warrior
Member # 1016
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written Monday, March 29 2004 22:55
Profile
SPOILER..... There's somebody in blinlock who send you on a quest for the mining scroll, the wood carving scroll is pretty useless though. ...end spoiler [ Monday, March 29, 2004 22:55: Message edited by: Kennedy ] Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
I miss item descriptions in Blades of Avernum Editor | |
Warrior
Member # 1016
|
written Sunday, March 28 2004 11:24
Profile
I really miss the item desriptions that the previous Avernum games had. I would have liked to have seen a tag like: it_description = "This is a short sword. It does a medium amount of damage." I can understnad why they were taken out because storing the descriptions of custom items in the save file would make it to big. However the game could just not bother keeping that information in the save game file and instead read it from the corescendata2.txt file if the item is one of the standard items or in the scenerio initialization file if it is one of the custum items from that scenerio. If it is a custom item from a diferent scenerio then there would be no desciption. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
I miss item descriptions in Blades of Avernum | |
Warrior
Member # 1016
|
written Sunday, March 28 2004 11:24
Profile
I really miss the item desriptions that the previous Avernum games had. I would have liked to have seen a tag like: it_description = "This is a short sword. It does a medium amount of damage." I can understnad why they were taken out because storing the descriptions of custom items in the save file would make it to big. However the game could just not bother keeping that information in the save game file and instead read it from the corescendata2.txt file if the item is one of the standard items or in the scenerio initialization file if it is one of the custum items from that scenerio. If it is a custom item from a diferent scenerio then there would be no desciption. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
skills in Blades of Avernum | |
Warrior
Member # 1016
|
written Sunday, March 28 2004 11:12
Profile
quote:Well, once you raise the prerequisits of the skill high enough I believe you can train in them after that. If I remeber correctly I made a maxed out character and raised all my skills up to 100, even the special ones! Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Bye-Bye Damage Cap in Blades of Avernum | |
Warrior
Member # 1016
|
written Saturday, March 27 2004 13:51
Profile
If you want to raise the level of spell past 5 I would suggest using the change_spell_level call as it would be cheaper and probably faster than buying them from a merchant. I wonder how much damage a level 25 fireblast or arcane blow would do? Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
skills in Blades of Avernum | |
Warrior
Member # 1016
|
written Saturday, March 27 2004 13:39
Profile
Gone are the skills of Vahnatai lore, find herbs, and barter. The way I got all the special skills was to make a shop that sold each of them. I guess thats why I can't raise most of them with training. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Propose: Interscenario Items in Blades of Avernum Editor | |
Warrior
Member # 1016
|
written Saturday, March 27 2004 13:33
Profile
Well, I made a ring that boosted each of my stats by 25 and gave me 125 to all resistances and I was able to take it to other scenerios, so as long as the item you make doesn't have a script or use custom graphics it should transfer okay. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Propose: Interscenario Items in Blades of Avernum | |
Warrior
Member # 1016
|
written Saturday, March 27 2004 13:33
Profile
Well, I made a ring that boosted each of my stats by 25 and gave me 125 to all resistances and I was able to take it to other scenerios, so as long as the item you make doesn't have a script or use custom graphics it should transfer okay. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Bye-Bye Damage Cap in Blades of Avernum | |
Warrior
Member # 1016
|
written Wednesday, March 24 2004 11:29
Profile
What level are your spells at? The editor will let you raise each of them up to 5, but I was able to exceed that by using the scenerio editor to make a shop that sold up to level 500 of light. Of course I only bothered to buy it up to level 15 as the price became prohibitely expensive. Alternately you could probably just write script that will raise the level of each spell by 10. Unless of corse Jeff put a cap of 5 for the maximum spell level since the beta, I haven't tried this with the current version yet. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |