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what the heck? in Blades of Avernum
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I suggest going beck to section 1.1, rereading it, and going through all the steps in it.

Scenario design is not easy, not at all. It's a complicated system. But it is possible, with not much work, to make simple scenarios. Go back to the step by step guide in 1.1 and work through it. Make simple scenarios and play through them yourself for fun for a little while. Only then, when you're comfortable with the basics, move to the scary stuff beyond.

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Scripting Question- Neutralize at 1/4 in Blades of Avernum Editor
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Look at the script t9griffon.txt in Diplomacy of the Dead. I think this is along the lines of what you're looking for.

The main risk is that the party will do so much damage in a round that the monster will die before it gets a chance to become friendly. If you really, really want this creature to live, you might want to have scripts watch for the creature being killed and respawn it if it dies before it has a chance to become friendly.

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Scripting Question- Neutralize at 1/4 in Blades of Avernum
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Profile Homepage #9
Look at the script t9griffon.txt in Diplomacy of the Dead. I think this is along the lines of what you're looking for.

The main risk is that the party will do so much damage in a round that the monster will die before it gets a chance to become friendly. If you really, really want this creature to live, you might want to have scripts watch for the creature being killed and respawn it if it dies before it has a chance to become friendly.

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Hey, Monster- Stay Put! in Blades of Avernum Editor
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First, check the description at the top of the script. Frequently, there is a value you can give to a memory cell to make the monster immobile. For example, in the guard.txt script, setting memory cell 0 to 1 or 2 gives various flavors of immobility.

Second, the set_mobility call can stop any monster in its tracks permanently.

Third, you can make any monster never move by never giving it any calls that might make it move. This includes do_attack, by the way. If you want the monster to use regular attacks, you'll need to use set_mobility.

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Hey, Monster- Stay Put! in Blades of Avernum
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First, check the description at the top of the script. Frequently, there is a value you can give to a memory cell to make the monster immobile. For example, in the guard.txt script, setting memory cell 0 to 1 or 2 gives various flavors of immobility.

Second, the set_mobility call can stop any monster in its tracks permanently.

Third, you can make any monster never move by never giving it any calls that might make it move. This includes do_attack, by the way. If you want the monster to use regular attacks, you'll need to use set_mobility.

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Party Check in Blades of Avernum Editor
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Yes. Humans are species 0.

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Party Check in Blades of Avernum
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Yes. Humans are species 0.

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Question about thrown objects in Blades of Avernum Editor
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In Mac BoA v1.0, all missiles have a chance of appearing on the floor. There's a 50% of a missile that misses landing. A missile fired by a PC that hits has a 60% chance of appearing on the floor. A missile fired by an NPC that hits has a 10% chance.

In all later versions of BoA, only non-magical missiles will appear on the floor. They will only appear in the case of a miss, 50% of the time.

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Question about thrown objects in Blades of Avernum
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In Mac BoA v1.0, all missiles have a chance of appearing on the floor. There's a 50% of a missile that misses landing. A missile fired by a PC that hits has a 60% chance of appearing on the floor. A missile fired by an NPC that hits has a 10% chance.

In all later versions of BoA, only non-magical missiles will appear on the floor. They will only appear in the case of a miss, 50% of the time.

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Edit and Playtest at same time? in Blades of Avernum Editor
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Just to play it safe, it is generally best to, after making a change, load a save file outside the town and enter the town. If the ONLY thing you change is a town script, reloading a save file will reload all the scripts in the town.

If you chance a scenario script (or scenario data script), loading a save file in that scenario will cause those changes to be loaded.

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Edit and Playtest at same time? in Blades of Avernum
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Member # 1
Profile Homepage #4
Just to play it safe, it is generally best to, after making a change, load a save file outside the town and enter the town. If the ONLY thing you change is a town script, reloading a save file will reload all the scripts in the town.

If you chance a scenario script (or scenario data script), loading a save file in that scenario will cause those changes to be loaded.

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Import outdoor section problem in Blades of Avernum Editor
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On one hand, Exile 3 has almost 100 outdoor sections, so it's certainly doable.

On the other hand, when I was done, I said "Never again."

- Jeff

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Import outdoor section problem in Blades of Avernum
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On one hand, Exile 3 has almost 100 outdoor sections, so it's certainly doable.

On the other hand, when I was done, I said "Never again."

- Jeff

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Post yer monster scripts here in Blades of Avernum Editor
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Profile Homepage #12
I read the script. That's pretty damn cool.

- Jeff

[ Wednesday, March 24, 2004 16:25: Message edited by: Spidweb ]

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Post yer monster scripts here in Blades of Avernum
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Member # 1
Profile Homepage #12
I read the script. That's pretty damn cool.

- Jeff

[ Wednesday, March 24, 2004 16:25: Message edited by: Spidweb ]

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Article - Tips for Creating Challenging Monsters in Blades of Avernum Editor
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"Would there be any way to tie one monster's effectiveness to another monster?
Say you've got this huge, beefed-up magical bodyguard critter that protects a physically frail spellcaster. Would there be any way to suddenly cripple such bodyguard creature(s) if the spellcaster is killed before they are? (the spellcaster is the source of their power- would be explained in plot/dialogue)"

Absolutely. For an example of this, look at the room with the 10 golems in it in Khoth's fortress in Za-Khazi run. The demon golem heals itself constantly until all of its golems are dead.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Article - Tips for Creating Challenging Monsters in Blades of Avernum
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Member # 1
Profile Homepage #4
"Would there be any way to tie one monster's effectiveness to another monster?
Say you've got this huge, beefed-up magical bodyguard critter that protects a physically frail spellcaster. Would there be any way to suddenly cripple such bodyguard creature(s) if the spellcaster is killed before they are? (the spellcaster is the source of their power- would be explained in plot/dialogue)"

Absolutely. For an example of this, look at the room with the 10 golems in it in Khoth's fortress in Za-Khazi run. The demon golem heals itself constantly until all of its golems are dead.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Article - Tips for Creating Challenging Monsters in Blades of Avernum Editor
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Excellent article. A few suggestions I would add.

Even the strongest creature is weak if it's by itself. The best way to spice up an encounter or make it more challenging is to add friends.

If a creature isn't doing enough damage to affect players, increase the strength or melee weapons skill. The damage from innate attacks (like clawing and biting) is increased by melee weapons skill.

Finally, an advanced trick. You can give a creature special abilities or defenses by giving it an item. If you don't want the get that item, you can erase it by using the destroy_char_item call in the DEAD_STATE state. (Note there is a bug with this call. You can't use ME for which_char. Get the creature's number using my_number.)

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Article - Tips for Creating Challenging Monsters in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #3
Excellent article. A few suggestions I would add.

Even the strongest creature is weak if it's by itself. The best way to spice up an encounter or make it more challenging is to add friends.

If a creature isn't doing enough damage to affect players, increase the strength or melee weapons skill. The damage from innate attacks (like clawing and biting) is increased by melee weapons skill.

Finally, an advanced trick. You can give a creature special abilities or defenses by giving it an item. If you don't want the get that item, you can erase it by using the destroy_char_item call in the DEAD_STATE state. (Note there is a bug with this call. You can't use ME for which_char. Get the creature's number using my_number.)

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Floor posion/disease special property in Blades of Avernum Editor
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Sometimes I look at how I did something, shake my head sadly, and say "What was I thinking?" This is one of those cases. Having floor with a powerful effect have almost no chance of inflicting it? What?

In all versions of BoA after Mac v1.0, swamp and disease terrain will have a straight up 50% chance of inflicting their effect.

The strength of the ability is the number of levels of poison/disease that are given.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Floor posion/disease special property in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #3
Sometimes I look at how I did something, shake my head sadly, and say "What was I thinking?" This is one of those cases. Having floor with a powerful effect have almost no chance of inflicting it? What?

In all versions of BoA after Mac v1.0, swamp and disease terrain will have a straight up 50% chance of inflicting their effect.

The strength of the ability is the number of levels of poison/disease that are given.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Request, negative immunities in Blades of Avernum Editor
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This modification is unlikely. However, you can achieve the same effect by giving the creature high resistance to everything but cold. Then adjust the monster's hit points as desired.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Request, negative immunities in Blades of Avernum
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Member # 1
Profile Homepage #1
This modification is unlikely. However, you can achieve the same effect by giving the creature high resistance to everything but cold. Then adjust the monster's hit points as desired.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Floor Types in Blades of Avernum Editor
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Floors have these four properties: fl_is_water, fl_is_floor, fl_is_ground and fl_is_rough. Am I right in assuming that a floor can only have one of these? None of them stack, right?

A floor can have any or all of these properties.

Also, what do the docs mean when they say "other terrain types will conform to it when painting terrain in the editor" about the fl_is_water, fl_is_floor and fl_is_rough properties? I don't understand that sentance...

If you draw some water in the editor, the editor will automatically adjust it so the shore lines up. That's what is meant by conforming.

And last (hopefully), can floors combine animation and shimmering?

Try it. It should work.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Floor Types in Blades of Avernum
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Member # 1
Profile Homepage #4
Floors have these four properties: fl_is_water, fl_is_floor, fl_is_ground and fl_is_rough. Am I right in assuming that a floor can only have one of these? None of them stack, right?

A floor can have any or all of these properties.

Also, what do the docs mean when they say "other terrain types will conform to it when painting terrain in the editor" about the fl_is_water, fl_is_floor and fl_is_rough properties? I don't understand that sentance...

If you draw some water in the editor, the editor will automatically adjust it so the shore lines up. That's what is meant by conforming.

And last (hopefully), can floors combine animation and shimmering?

Try it. It should work.

--------------------
Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00

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