Profile for Newtfeet

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).

Recent posts

Pages

AuthorRecent posts
Time for a Script DB? in Blades of Avernum
Warrior
Member # 1505
Profile #2
One already exists. http://www.spiderwebsoftware.com/avernum/blades/workshop/scripts.html

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 1505
Profile #23
What's neater then the obvious?

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 1505
Profile #21
Ah! Silly me. That doesn't exist, but it's extremely easy to mimic via variables.

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 1505
Profile #19
quote:
Originally written by Frobozz:

Hmm. The scripts tell a good deal about the scripting engine. From what I observe, there doesn't seem to be support for expressions (ie a = 5 + 1) though there may be.
Actually, there's expression support.
quote:
Another thing missing that would be useful is constant support but that can easily be mimicked by using variables (ie i_am_active = YES instead of i_am_active = 1).
The constants TRUE and FALSE exist, as well as ME (1, 0 and -1, respectively.)

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Post yer monster scripts here in Blades of Avernum Editor
Warrior
Member # 1505
Profile #4
You can control where the monster moves to but not what path it uses, and you also can't make it teleport.

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Post yer monster scripts here in Blades of Avernum
Warrior
Member # 1505
Profile #4
You can control where the monster moves to but not what path it uses, and you also can't make it teleport.

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 1505
Profile #17
Yet again, thanks. (Although I'm probably just being paranoid.)

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 1505
Profile #15
Here's an example dialog script: Pangle's Hut
An spawner script: Platebug Queen
A script that casts other spells then the ones given to the monster: Pythras
The trap script in BoA: trap.txt

Unfortunately, most of the custom data files are too big, but here's a example of the four object types:

The "Swamp" floor:
begindefinefloor 75;
clear;
fl_name = "Swamp";
fl_which_sheet = 704;
fl_which_icon = 4;
fl_ed_which_sheet = 680;
fl_ed_which_icon = 44;
fl_step_sound = 55;
fl_out_fight_town_used = 1006;
fl_special_property = 4;
fl_special_strength = 3;
The "Nephil" creature:
begindefinecreature 22;
clear;
cr_name = "Nephil";
cr_level = 5;
cr_start_item 0 = 126;
cr_start_item_chance 0 = 100;
cr_start_item 1 = 127;
cr_start_item_chance 1 = 5;
cr_start_item 2 = 114;
cr_start_item_chance 2 = 30;
cr_start_item 3 = 16;
cr_start_item_chance 3 = 30;
cr_start_item 4 = 50;
cr_start_item_chance 4 = 100;
cr_start_item 5 = 51;
cr_start_item_chance 5 = 30;
cr_start_item 6 = 1;
cr_start_item_chance 6 = 40;
cr_start_item 7 = 225;
cr_start_item_chance 7 = 2;
cr_default_attitude = 4;
cr_species = 2;
cr_which_sheet = 1522;
cr_summon_class = 1;
cr_small_or_large_template = 1;
The "Boulder" terrain:
begindefineterrain 125;
// This is imported for a number of items that fill the terrain
// but can be seen through, and are drawn on autmap
clear;
te_name = "Boulder";
te_which_sheet = 713;
te_which_icon = 8;
te_ed_which_sheet = 681;
te_ed_which_icon = 38;
te_draw_on_automap = 1;
te_full_move_block = 1;
The "Gauntlets" item:
begindefineitem 148;
// imported for gauntlets
clear;
it_name = "Gauntlets";
it_full_name = "Gauntlets";
it_variety = 15;
it_protection = 3;
it_floor_which_sheet = 1029;
it_floor_which_icon = 8;
it_inventory_icon = 9;
it_value = 30;
it_weight = 30;


[ Tuesday, March 23, 2004 15:12: Message edited by: Newtfeet ]

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 1505
Profile #12
Sorry for the double post; this would otherwise just slip by.

I've wipped up 16 more screenshots (1.3 MB zip archive), including two of beams. I need ideas, people! What do you want to see? You won't be getting what you want otherwise.

The same thing I've said before about mirrors still goes! I'm beginning to sound like a broken record...

Also, I know Jeff posted a sample script, but would you like to see more?

[ Tuesday, March 23, 2004 18:20: Message edited by: Newtfeet ]

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Bug in a small rebellion in Blades of Avernum
Warrior
Member # 1505
Profile #1
That's odd; you mean the sign on the wall next to the wizard/armorer? It worked for me.

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
First impressions of the demo in Blades of Avernum
Warrior
Member # 1505
Profile #17
My main problem with cutscenes is that they don't hide the interface. When I ran into the one in VoDT, I thought the computer had crashed; the "spinning pizza" cursor appeared and the screen jumping around. It took a while to figure it out.

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Activating the Waste Controls in Blades of Avernum
Warrior
Member # 1505
Profile #1
You need a special item to get past those "green bars". Explore the rest of the lower school, especially the Library. There's an area off that where you can either get the opening stone or get directions to it.

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor posion/disease special property in Blades of Avernum Editor
Warrior
Member # 1505
Profile #7
But supposing a resistance of 0%, how would it translate?

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor posion/disease special property in Blades of Avernum
Warrior
Member # 1505
Profile #7
But supposing a resistance of 0%, how would it translate?

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor Types in Blades of Avernum Editor
Warrior
Member # 1505
Profile #11
Ok, I think it get it.

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor Types in Blades of Avernum
Warrior
Member # 1505
Profile #11
Ok, I think it get it.

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 1505
Profile #11
I can get some beam projector screenshots, sure. But you'll have to wait for tomorrow!

Yet again, thanks for the mirror. I've updated my post. I don't know if it really matters, but I'd like to keep as much load off Angelfire as possible...

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor posion/disease special property in Blades of Avernum Editor
Warrior
Member # 1505
Profile #5
Cool. However, I still have a question. How do levels of posion/disease translate into HP damage?

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor posion/disease special property in Blades of Avernum
Warrior
Member # 1505
Profile #5
Cool. However, I still have a question. How do levels of posion/disease translate into HP damage?

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Can i have the scenario editor? in Blades of Avernum Editor
Warrior
Member # 1505
Profile #3
Try just using this link: ftp://ftp.spiderwebsoftware.com/mac/BoAeditor.sit.bin

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Can i have the scenario editor? in Blades of Avernum
Warrior
Member # 1505
Profile #3
Try just using this link: ftp://ftp.spiderwebsoftware.com/mac/BoAeditor.sit.bin

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 1505
Profile #8
Well, I've got 27 screenshots of the editor here (1.7 MP zip archive). Nothing specular, really. (As always, mirrors are appreciated!)

Check the 19th screenshot to see part of the interface for beams. With that set, you place a beam projector and a power source adjacent to it in a town, and poof! Beams in-game look identical to the ones in Avernum 3.

Mirrors are either fixed (under terrain) or movable (created by using scripts). They also act the same as in A3.

[ Tuesday, March 23, 2004 18:19: Message edited by: Newtfeet ]

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
- Screenshot Emporium - (for Windows users) in Blades of Avernum
Warrior
Member # 1505
Profile #6
Thanks for the mirror! I'm going to edit my post and change the link...

I can get some editor screenshots, sure.

The screenshots are in JPEG format, but I've zipped them first (easier to upload to Angelfire). If anyone wants to re-post them without the ZIP archive, be my guest.

Unfortunately, I didn't register BoE, and I didn't finish VoDT there. So I can't tell what's new or different. Also, I havn't yet gotten my registration code for BoA, so you're stuck with the tutorial and VoDT. (By the way, screenshots 2 and 3 are from the tutorial. Not much, but there's not really a lot in the tutorial.)

Beam projectors in the editor or the game?

No problem. :) Look for more screenshots soon!

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor posion/disease special property in Blades of Avernum Editor
Warrior
Member # 1505
Profile #2
Ohhh... So a strength of 11 would be a 5% chance of 11 layers of posion?

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Floor posion/disease special property in Blades of Avernum
Warrior
Member # 1505
Profile #2
Ohhh... So a strength of 11 would be a 5% chance of 11 layers of posion?

--------------------
-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00

Pages