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Request, negative immunities in Blades of Avernum Editor
Warrior
Member # 1016
Profile #0
Could the game be modified to allow negative values for immunities? One way to do this would be to set the formula for damge recieved from an attack to damage-(immunity*damage)/100 so for example the ice monster has a fire immunity value of -100 then it would recieve double damage from fire attacks.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Request, negative immunities in Blades of Avernum
Warrior
Member # 1016
Profile #0
Could the game be modified to allow negative values for immunities? One way to do this would be to set the formula for damge recieved from an attack to damage-(immunity*damage)/100 so for example the ice monster has a fire immunity value of -100 then it would recieve double damage from fire attacks.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Question about place_monster call in Blades of Avernum Editor
Warrior
Member # 1016
Profile #3
> For clarity: by "spawned," you mean "placed," right? (another call, spawn_creature, activates a
creature with a specified character number at a specified spawning point).

Yes, I meant placed. The reason I am asking is because I want to make a special ability that will create a specified monster whenever the player uses it, but I don't want it to be hostile to the party. I suppose the char_on_spot function could be used, but it would be nicer if the place_monster call would just return the character number of the monster it places.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Question about place_monster call in Blades of Avernum
Warrior
Member # 1016
Profile #3
> For clarity: by "spawned," you mean "placed," right? (another call, spawn_creature, activates a
creature with a specified character number at a specified spawning point).

Yes, I meant placed. The reason I am asking is because I want to make a special ability that will create a specified monster whenever the player uses it, but I don't want it to be hostile to the party. I suppose the char_on_spot function could be used, but it would be nicer if the place_monster call would just return the character number of the monster it places.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Question about place_monster call in Blades of Avernum Editor
Warrior
Member # 1016
Profile #0
Is there any way to get the character number of something created with the place_monster call? It would be nice if the call returned the chracter number of the newly created creature so designers could then do something to the newly spawned creature.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Question about place_monster call in Blades of Avernum
Warrior
Member # 1016
Profile #0
Is there any way to get the character number of something created with the place_monster call? It would be nice if the call returned the chracter number of the newly created creature so designers could then do something to the newly spawned creature.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Developer's Update in Blades of Avernum
Warrior
Member # 1016
Profile #69
[/QUOTE] and the ability to destroy items(particuarly the Xain skull) would make a nice plus + to the game.[/QUOTE]

I find it sufficient to just drop an item outdoors if I want to get rid of it forever, I usualy do this with the trash. Though the ability to drop an item in the water and have it stay there, (like if you drop an item while on a boat) does seam a bit odd. Maybe the water is just really dense and that's why the greatsword is able to float on it?
Posts: 141 | Registered: Saturday, April 20 2002 07:00
BoA graphic - PC sitting in chair ! in Blades of Avernum
Warrior
Member # 1016
Profile #5
Perhaps there might be a way to implement it using scripts? Kind of like the way spell affects are drawn on top of the character.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Developer's Update in Blades of Avernum
Warrior
Member # 1016
Profile #36
No conveyer belts? I thought that they wouldn't be to hard to handle with scripts. Will moving walls be at all possible? Will it be possible to change a square's elevetion with scripts to implememnt an elevetor or something similar?
Posts: 141 | Registered: Saturday, April 20 2002 07:00
improvements for geneforge 3.... your thoughts in Geneforge Series
Warrior
Member # 1016
Profile #84
The ability to buy spells and creature creation ability is a nice addition, though for spells I would make it so that higher levels of a spell would cost more rather than just limit the player to only buying two levels of each. For exmple buying level one unlock would cost 100 gold, but to buy level two you would need 200 and level 3 would cost 400, creatures should probalably still be limited to only being able to buy two levels if at 3rd level you get a more powerful version.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
improvements for geneforge 3.... your thoughts in Geneforge 2
Warrior
Member # 1016
Profile #84
The ability to buy spells and creature creation ability is a nice addition, though for spells I would make it so that higher levels of a spell would cost more rather than just limit the player to only buying two levels of each. For exmple buying level one unlock would cost 100 gold, but to buy level two you would need 200 and level 3 would cost 400, creatures should probalably still be limited to only being able to buy two levels if at 3rd level you get a more powerful version.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
improvements for geneforge 3.... your thoughts in Geneforge Series
Warrior
Member # 1016
Profile #46
The thing I want most is the ability to transfer my character from the previous geneforge games, Or at least an official character editor. Also how about the ability to create some of the other things you encounter? for example if you get a creature creation skill over 6 then you could make charged versions of that creation, ie charged thads, fyoras, glahks, etc. I also like the idea of being able to create mines, turrets, ornks, and other non standard critters. What about the ability to absorb some essence when you kill a rogue creation?
Posts: 141 | Registered: Saturday, April 20 2002 07:00
improvements for geneforge 3.... your thoughts in Geneforge 2
Warrior
Member # 1016
Profile #46
The thing I want most is the ability to transfer my character from the previous geneforge games, Or at least an official character editor. Also how about the ability to create some of the other things you encounter? for example if you get a creature creation skill over 6 then you could make charged versions of that creation, ie charged thads, fyoras, glahks, etc. I also like the idea of being able to create mines, turrets, ornks, and other non standard critters. What about the ability to absorb some essence when you kill a rogue creation?
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Should Jeff do a designer's log for BoA? in Blades of Avernum
Warrior
Member # 1016
Profile #0
Do you think Jeff should do a designer's log type thing where he gives weekly news on the progress of Blades of Avernum?
This poll has been moved to another forum.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
More Blades of Avernum Script Samples. Fun! in Blades of Avernum
Warrior
Member # 1016
Profile #33
Well, firelizards are kind of dumb, so they probably wouldn't know any better than to target that efreet with thier fire breath. but something like a mage should have the brains to know that fire is useless against efreets but they are vulnerable to cold so they would blast it with an ice spell. However the ability of a monster to be "all knowing" and automicly know which character is weakest and what each of the characters stats are would be very annoying and somewhat unrealistic. This is something that an intelegent monster should have to figure out, for example if attacks on your fighter do low damage but attacks on your mage do higher damage then the monster should figure out that the mage is the better target choice.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
It's been a while, but... in Blades of Avernum
Warrior
Member # 1016
Profile #25
Hopefully there will be an option for scenerios to strip the player of any non standard items. There will always be designers who will create ridiculously overpowered items.

weapon of K3WL D00D3RY:
does 10-250 damage + 1-25 per level
never misses
inflicts all bad conditions on target
attack only uses 1 action point

armor of tank magery:
imunity to all damage
imunity to all bad conditions
bestows all good conditions on wearer
+25 action points
+25 to all skills
Posts: 141 | Registered: Saturday, April 20 2002 07:00
BoA out? in Blades of Avernum
Warrior
Member # 1016
Profile #3
Well, they set up a webpage for it at:

http://www.spidweb.com/avernum/blades/index.html

and it will only cost about 25 bucks. So hopefully this means it will be out soon.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Avernum games as scenerios for BOA? in Blades of Avernum
Warrior
Member # 1016
Profile #0
Would it be possible to turn the Avernum series into scenerios for Blades of Avernum? Then after you complete the first installment you could start up the next one with all your stats and items. Spiderweb could make it so that these scenerios would only be available to those who have registered the coresponding Avernum games.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Item modifiers? in Blades of Avernum
Warrior
Member # 1016
Profile #0
Will it be possible to create item modifiers in BoA like those platforms that appeared in Avernum 3 that zapped an item giving it special abilities?
If so will the modifications carry over to the next scenerio? How about weapon poison? I enjoyed being able to apply poison to my weapons in the original Exile games.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Will spell shards be appearing? in Blades of Avernum
Warrior
Member # 1016
Profile #0
Will spell shards be appearing in Blades of Avernum or are they to dificult to implement?
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Making soul crystals with scripted items. in Blades of Avernum
Warrior
Member # 1016
Profile #7
quote:
Originally written by Jigga:

I think scripts will be erased from items at the end of scenarios anyway, so clearing the number won't be neccessary.
That's why I suggest making them a common item in Avernum. I assume that other common items like the Orb of Thralni, and maybe mind crystals would be scripted, and they would probably keep thier script between scenerios. Then again I have no idea how scripted items will work or if any of the common items will be scripted or not.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Making soul crystals with scripted items. in Blades of Avernum
Warrior
Member # 1016
Profile #4
So scripts won't be able to allow the player to target a creature? That's to bad.

The reason for clearing the soul crystals when the player leaves the scenerio is because the crystal would only store the monster slot number, since this would probably be the easiest way to implement it. And it is very likely that the slots would contain diferent monsters in diferent scenerios. For example in one scenerio slot #37 may contain a feild mouse with 2 hitpoints and no special traits, but in another scenerio it may contain an arch demon with 900 hit points that is immune to all attacks and does 300 points long range damage to each enemy.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Making soul crystals with scripted items. in Blades of Avernum
Warrior
Member # 1016
Profile #0
I have a suggestion to anybody who may be lucky enough to beta test the game. Try writing a script to implement an item like a soul crystal. The player would first aquire an empty soul crystal for thier inventory. When they use the crystal on a monster it would look at what number that monster occupies in the scenarios monster list and then store that number in the quantity used to hold the objects charges or quantity. An empty soul crystal would have 0 stored in this number. Next time the player uses the crystal it would would then create a copy of the monster occupying the corresponding slot number on the monster list.
Additionaly the script could check the character's mage spell skill and level to see if they are succesful in capturing or summoning a creature. If they succeed then the game can check there magic points available and subtract an apropriate number. If Spiderweb makes this script common to the Avernum engine then the player would be able to carry thier soul crystals over to other scenarios, but the crystal would have to be emptied everytime the player started a different scenerio, since diferent scenerios would most likely have diferent monsters. This would then also allow the characters to carry multiple soul crystals with a diferent monster in each of them. Examining the soul crystal could tell you if it has a creature trapped inside and what type of creature it is.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
BoA Graphics Contest?? in Blades of Avernum
Warrior
Member # 1016
Profile #19
A scripting contest would be good also. It will be interesting to see what the beta testers come up with. Maybe even the best can be included in the final release.
Posts: 141 | Registered: Saturday, April 20 2002 07:00
Scripts for tiles? in Blades of Avernum
Warrior
Member # 1016
Profile #5
quote:
Originally written by orangutans RULE:

Do you mean terrain squares?

Yes, that is what I meant when I said tiles. So will the programmer be able to apply scripts to certain terrain squares like making lava give out fire damage or swamps cause disease?
Posts: 141 | Registered: Saturday, April 20 2002 07:00

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