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*i! in Blades of Avernum
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The reason that was blocked was presumably because it was (or became) nothing to do with BoA, so no new posts were wanted. Therefore thios post isn't really at all neccasary (it might, although its a small chance, have survived in General, but I'm guessing this is gonna be getting gun)

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Idea - 'Cutscenes' in Blades of Avernum
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And it'll probably be alot easier, considering you could call a script that just moves the coordinates of certain monsters (I think you can do that, but if not, its definately possible to flip the terrain lots, as in the door script). I dunno whether delays will be in the scripter though, I think they are in GF, but thats real time (ish), so it might not be in BoA

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"Member profile corrupt (blank): '00000331' " in Tech Support
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I got given aforementioned error message when I arrived at the boards just now. I got through second try, though. So I was just wondering if anyone knows what it is. (I almost though that I'd been destroyed in the same way as TGM, which was kinda scary)

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Party Limits in Blades of Avernum
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It might actually be possible to get them to level up (or at least be replaced by a better monster), by actually killing things as well. Lets hope there's a:
beginstate KILLS_OTHER_MONSTER_STATE or something like that.
It also looks like their coordinates could probably be changed every turn as well, so as to follow the party - it might be a bit slow though.

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When? in Blades of Avernum
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Presumably he also needs to write that extra fourth built in scenario too, as well as port the original three, but I'm guessing that'll be less work than writing a whole new fourth one. I'm hoping he does some improving on the first three while he's at it (although I wouldn't mind too much if he didn't, but it'd be nice)

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And the IMF

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
Blades of Avernum News and a Sample Script in Blades of Avernum
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Would I be right in saying that the BoA scripting system will be almost identical to the Geneforge scripts (because this door script looks very familiar to the GF scripts)?

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When? in Blades of Avernum
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It'll be a long time. Something like 1.5 to 2.5 years. Jeff's only really just started working on programming it (I think).
If you want screenshots, well, they probably won't really look at all different to A3. Unless you meant screenshots of the editor(!), in which case you'll have to wait a very long time.

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
Friendly hostile monsters in Blades of Avernum
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I can imagine talking slimes being about as lovely as GIFTS. Maybe cute at first, but soon, they will become the most annoying creatures in the world : ('Hi! You're cute! Do you want to see my acid?')

[ Tuesday, December 17, 2002 12:19: Message edited by: Jigga ]

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Riot Shields
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Posts: 530 | Registered: Sunday, September 1 2002 07:00
how much $ ? in Blades of Avernum
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See above. $30, or $15 when registered with one of the newer games (I'm not sure which in particular it applies to, but you could always check the website). I think that offer also applies to Nethergate (ie. $15 dollars for Nethergate when registered with another game). Again, check the website for prices, they're all there.

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
Special spells in Blades of Avernum
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Member # 1823
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Why not with the zaps? Surely there will be a 'SFX on square (x,y)' command, and presumably zap will be a SFX.

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
NEW ABILITY in Blades of Avernum
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Pestering Jeff about it? I don't really think this was much a conversation about getting a built in spell, but more of a scripted ability (even if it would be possible). I doubt pestering Jeff is really on the cards for this one.

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Dialouge in Blades of Avernum
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I'm guessing it'll be virtually identicle to Geneforge's dialogue scripts, which you can view in the data folder of Geneforge - fortunately, I believe Jeff included notes in some of the scripts.

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
Special spells in Blades of Avernum
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Member # 1823
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Couln't Jeff make it so that if an item with custom graphics left the scenario it could just have its graphic replaced by a built in graphic, decided by whoever designed the scenario with the item in? For example, the Jelly Bean Sword (which would have a graphic like a jelly bean), would have its graphic replaced by a normal sword graphic after changing scenario.

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Riot Shields
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And the IMF

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
Special spells in Blades of Avernum
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I that you HAVE convinced him? If so.. wow, that's very good news, possibilities are already flowing into my head (of course, it'll presumably work just like usable special items)

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Riot Shields
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Posts: 530 | Registered: Sunday, September 1 2002 07:00
New spells in Blades of Avernum
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Presumably these can be very well hidden as a scroll or potion or the like, rather than the somewhat limited method of special items in BoE (where you can't use them in combat mode for example)

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
av4????/ in Blades of Avernum
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Probably around half of the custom graphics used in BoE could be represented by standard graphics. Then there are other custom graphics which probably wouldn't have to be custom at all, due to the way the graphics 'squares' work in Avernum (ie. noone will have to make teleporter on grass graphics or those type of things).
Then, for the rest of the custom graphics, (like the Avions in Tat., seeing as it has been mentioned) it probably wouldn't take too long to make some.
The biggest problem I see with porting is how well nodes will translate into the new scripting system, particularly complicated sequences.

It would be possible for someone to port scenarios if the author has dissapeared wouldn't it?

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
Wouldn't you like to know? in Blades of Avernum
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'Your Postliness' isn't actually a custom title. It's just that Alorael is the only one with it becasue his superhuman post count is unique.

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
Which Spells and abilities do you want included? in Blades of Avernum
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I would have thought that means that the attcks are actually quicker. 1 turn presumably represents a period of time, and the number of AP a charcter or monster has would denote how speedy they are (hence - boots of speed). Therefore, the reason the monks can attack lots is because they are generally fast, including their attacks. I don't think thats what you were on about anyway. In any case, my point was that mad monks have the same attcks as anything else (just without weapons, which PCs can do anyway)

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Riot Shields
Voodoo Economics
It's just business
Cattle prods
And the IMF

I trust I can rely on your vote
Posts: 530 | Registered: Sunday, September 1 2002 07:00
Which Spells and abilities do you want included? in Blades of Avernum
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The mad monks attack in just the same way as everything else, albeit quite a bit quicker

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Riot Shields
Voodoo Economics
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And the IMF

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
2nd Newbie Question: Mass-attack spells in Blades of Avernum
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Member # 1823
Profile Homepage #17
Hmm... good point. How about a basilisk with arcane shield then (but that won't happen anyway, as capture soul and silmrilicum (sp) wont exist). I'm just assuming its for reasons like that that 'good' magic can't be targetted at friendly (or hostile) monsters.

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Riot Shields
Voodoo Economics
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And the IMF

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
2nd Newbie Question: Mass-attack spells in Blades of Avernum
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But it would be nice to target them, particularly if they have much less health than anyone else, or maybe you could bless them (Im starting to see a flaw in this though - a majorly blesseddervish or something with arcane shield would pretty much be invincible)

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Riot Shields
Voodoo Economics
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And the IMF

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
2nd Newbie Question: Mass-attack spells in Blades of Avernum
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I can't think for the life of me why you'd want to do that (examples would be nice). What would be useful would be to target beneficial spells on monsters (particularly friendly ones), although Im not sure if this is left out for a reason (seeing as it has been pretty much absent in all Spidweb games)

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
Role Playing in Blades of Avernum
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Except possibly Unlock doors Lv. 3, although, as it was said in another thread or forum or somewhere, it can be overcome (but, for that matter, so can flight, by making sure rivers/pits are wide enough)

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Posts: 530 | Registered: Sunday, September 1 2002 07:00
Monster ideas in Blades of Avernum
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Set a sdf whenever you buy horses and then include horse monsters in every battle if tht SDF checks +ve or whatever. Of course, it would still give you horses even if you left them in a town.

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Riot Shields
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Posts: 530 | Registered: Sunday, September 1 2002 07:00
Role Playing in Blades of Avernum
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He seemed pretty against the idea of imposing any restrictions on the way to attack in the big long thread. I'd assume this would apply to spells as well.

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Riot Shields
Voodoo Economics
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Cattle prods
And the IMF

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Posts: 530 | Registered: Sunday, September 1 2002 07:00

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