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It's the A2Template! in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #90
You could do what everyone else does and ask for beta testers.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
It's the A2Template! in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #90
You could do what everyone else does and ask for beta testers.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Showcase Your Art, Music, Literature, Etc. in General
Off With Their Heads
Member # 4045
Profile Homepage #6
Hessiithaatatos heep sepibainakhoth mooram rhegaas to,
Doorh khaatiithakhathaas kairoith Hathnazriakh kseevon
Ithkhakhathoon; staam theifa pefeireith kaalon so leikhon
Ghiitorh ek khthooreith ithkhiithaithoon koi pereniithi.
Aaleth nakh thiita sikoi bitoth, gaatho hepinth sepibainoth,
Mooram khot theifam hentookhoth prim hessookh hessonekh poorhoom,
Oss Hathnazriakh viidatha staat hessoith hot, "Narh Khalthas
Thoo bitas?" voot thee dookhaamoot vis sithoot, de rhegaas khe
Hessoth totaathi, "Ninaakh, thesos keelestoose rhegathoose."

Preliminary version of a few lines of the Khalthanad, an epic poem in the classical slith tongue. Translation available upon release of Exodus. Hint for pronunciation: doubled letters are lengthened but otherwise not altered in any way from the pronunciation of the single letter.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #151
Where do we stand with regard to a release? I mean, is there still a lot left to do?

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BoA Editor Remake in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #151
Where do we stand with regard to a release? I mean, is there still a lot left to do?

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BUGS! in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #2
quote:
Originally written by CPeters:

[*]The terrain characteristic te_can_look_at is broken.

In what way? It never does anything, or...?

quote:
In corescendata2.txt Terrain #367 (ruined statue) is missing the upper half. The lines te_second_icon = 1; and te_second_icon_offset_y = -55; need to be added to correct this.
Huh. I thought that it was supposed to look like that, the idea being that the top part fell off.

Good job pointing these things out. I'm surprised that I'd never noticed the "Window" name for the fences before.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BUGS! in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #2
quote:
Originally written by CPeters:

[*]The terrain characteristic te_can_look_at is broken.

In what way? It never does anything, or...?

quote:
In corescendata2.txt Terrain #367 (ruined statue) is missing the upper half. The lines te_second_icon = 1; and te_second_icon_offset_y = -55; need to be added to correct this.
Huh. I thought that it was supposed to look like that, the idea being that the top part fell off.

Good job pointing these things out. I'm surprised that I'd never noticed the "Window" name for the fences before.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Like Anyone Cares... in Richard White Games
Off With Their Heads
Member # 4045
Profile Homepage #19
quote:
Originally written by Spring:

the reins of RW.
Did this turn of phrase put in anyone else's mind the unfortunate image of Richard White (in his, er, human form) being ridden by someone? (Carrying all connotations, you see.)

[ Tuesday, December 27, 2005 16:48: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Um - NPC help... in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #6
CPeters brings up an important point, which I'll summarize (to make sure it's clear): you can't have a PC behave exactly like Becca in A2. A BoA "joined NPC" is not like an AT "joined NPC."

But if you want a BoA-style joined NPC, follow the instructions as above.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Um - NPC help... in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #6
CPeters brings up an important point, which I'll summarize (to make sure it's clear): you can't have a PC behave exactly like Becca in A2. A BoA "joined NPC" is not like an AT "joined NPC."

But if you want a BoA-style joined NPC, follow the instructions as above.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BUGS! in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #0
It's that time again! Yes, time to develop a comprehensive list of known bugs as of right now in BoA. You may ask, haven't we done this before? Yes, we have, and the most recent topic that I remember was this one.

Why do it again? I think it's useful for designers to know about all the features of the designing system, including the "undocumented features."

Here are some ground rules:

1. Bugs should be real bugs. That means you should be able to give precise instructions about how to reproduce them. They are not features that you wish were included but aren't. They must be things that don't work as described (or really ought to be described differently).

2. They should not already be listed either in this post or on Spiderweb's bugs page. We want new bugs, if they exist.

3. Ideally, I'd like to separate these into a few different categories: internal BoA bugs, editor bugs, and corescendata bugs.

4. If you have any further information about a bug (it's been fixed, for example), post and say so. Also, there are a few bugs here that I've never attempted to reproduce, so I have questions about them in parentheses after the bug. If anyone knows the answer, be sure to post to let me know.

Known undocumented bugs/problems in Mac-BoA v1.1.2 or Win-BoA v1.0.3:
Scripting problems
* Items don't stack when given via char_give_item (so if you give three potions of the same kind, the character ends up with three different potions). This doesn't happen with reward_give or other item management calls as far as I know.
* Sometimes searchable terrain breaks. For certain terrain with the searchable and container attribute, they are only searchable if there is something inside the container. This means that the call te_can_look_at doesn't do a lot.
* The call put_stain_on_space sometimes does nothing when attempting to remove a stain. This is a bit unpredictable, but most of the time that I've tried it, it does nothing. It also works fine putting a stain down, just not removing it.
* As described here, in a dialog box, choosing the second dialog choice always returns the number 2, even if the dialog choice was added as the third option.
* Custom scripts for joined NPCs don't do much. Everything except the DEAD_STATE is ignored. (Is this still true? Do any other states work?)
* The call num_killed_in_town always returns 0. (I have not verified this.)
* The call create_text_bubble cannot be called from a terrain script, even though the docs say that it can. (I have not verified this.)
* Something odd and undocumented is going on with the clear_town call. The description of the problem is here.

Corescendata and default graphic errors
* In corescendata, Augmented Giant (creature 135) ought to have the line "cr_which_sheet_upper = 1618;"
* The default rakshasa image needs realignment -- it has a black line on it.
* The slith avatar, in order to match Avernum 1, should not have the graphic of a gorgon, which is what it has now. Two calls need to be added: cr_which_sheet = 1532 and cr_icon_adjust = 2, as Bahssikava does.
* In corescendata.txt Floor #80 (fake lava) is not blocked by default. NPCS may walk upon it, thus giving away the fact that the lava is indeed fake.
* In corescendata2.txt Terrains #172 and #173 (fences) have an incorrect name. The line te_name = "Fence"; needs to be added to them.
* In corescendata2.txt Terrain #331 and #332 (underground hillside cave entrances) import the incorrect terrain. This causes problems with the automatic hills functionality of the editor. It will also cause the party to be drawn incorrectly when upon these terrains.
* In corescendata2.txt Terrain #367 (ruined statue) is missing the upper half. The lines te_second_icon = 1; and te_second_icon_offset_y = -55; need to be added to correct this.
* Graphics sheet 680, icon 52, is incorrectly drawn. It needs to be flipped horizontally to be correct.
* Graphics sheet 768, icon 8, has 3 off-white pixels.
* The efreet (creature 174) has cr_natural_armor defined twice, the first time as 15 and the second time as 50.
* The default Eyebeast graphic (1552) has its icons in the wrong order. This means that the creature will appear to be facing south when it's actually facing north in the editor, east when west, west when south, and north when east.
* As far as I can tell, aranea (and elder aranea) default to carrying pots. I'm assuming that item 373 was aranea fangs, once upon a time.
* Floors 85 and 86 have fl_ed_which_icon reversed. Floor 85 should have icon 7, and floor 86 should have icon 6.
* The default Asp graphic (1551) has its icons in the wrong order. North and west are reversed.

Documentation problems
* The call move_to_new_town can't be called from an INIT_STATE, a START_STATE, a creature script, or a terrain script, even if you distance the call from the state with set_state_continue, run_town_script, or run_scenario_script. (I put this under documentation because apparently this would be hard to change.)
* The call it_bonus may be described inaccurately. It does not provide any protection for rings, necklaces, and bracelets, and instead of preventing the given amount of damage, it prevents a random amount of damage up to the given amount. (I have not verified this.)
* The call get_unlock_spell_strength is undocumented.
* The constants BASE_TRAP_XP (which is 50) and NUM_CHARS (which is 120) are not documented. In fact, it'd be nice to have a list of constants somewhere like the one that Khoth posted.

Misecellaneous engine issues
* Outdoors signs don't work sometimes. (Does this still not work? Jeff claims that he fixed it for v1.1.2.)
* If cursed items are placed on ground/in a container in the editor, they lose their cursed ability. (I have not verified this one.)
* Enter-combat-end-combat bug: you can get placed in totally nonsensical locations when ending combat. If you enter and then end combat immediately, you get placed one space forward. This allows you to skip special rectangles extremely easily unless specifically prevented from doing so by a designer.
* Beam projectors malfunction wildly in close quarters, next to walls, in varying heights, etc. I have a small utility scenario to demonstrate a number of ways in which this can occur.
* When a regular PC is next to a spot and you look at that spot, you search the spot. If only a joined NPC (and not a regular NPC) is next to a spot, however, you don't search the spot. (It just seemed odd to me. Not sure it's a "bug" bug, though.)
* On Win98, crashes have been observed when monsters use missile attacks. (This may be hard to track down, though.)
* Putting a town border right next to the edge of the town causes weird behavior: you can't exit the town, the town doesn't match the edge, etc.
* When a creature can't get to a location that it's trying to get to, the game slows to a crawl. For example, when a creature gets lured out of a building through an open door, the door gets closed, and then the creature tries to return_to_start, the game slows. (This has been reported on Windows, and I have not verified it personally.)
* Unlike the traditional Orb of Thralni, items with it_ability_1 = 213 can give the party extra rounds of flight while the party is still in the air.

Unhandled Exceptions
Various things cause Unhandled Exception errors on Windows that cause BoA to quit entirely without giving a proper error message. These are extremely hard to debug for Mac designers, since they do not reproduce in the same way on a Mac, except for a few that are noted. Among them:
* Using a terrain or floor graphic that doesn't exist. This is a problem with wallsets that are not complete, for example: if you place a wall with a door from a wallset that doesn't include a door (ie, cave wall), this causes an unhandled exception.
* Setting a creature facing a direction greater than 7 -- ie, set_character_facing(6,8).
* Running the death animation of a creature with cr_small_or_large_template set wrong -- that is, if the creature's graphic is small but cr_small_or_large_template = 1 in the scenario's custom objects script, then BoA crashes without an error message and quits. This happens on Mac, too.
* Over-running the string limit. I got an unhandled exception in Vasskolis when I tried to display a message from the text buffer that was longer than 256 characters. I'm not sure if over-running the text buffer itself was the problem or if trying to display it was the problem, but either way, the over-long string didn't give the over-long string error like it does on a Mac.
* If you try to use a string variable while nothing's in it (i.e., you forgot the get_buffer_text call), BoA dies. On Mac-BoA v1.1.2, it crashes, gives no error message, and quits. I got this with a message_dialog call, but I imagine a print_str or text bubble would give the same response. Also, using a dialog string with nothing in it causes the same error.

[ Monday, May 22, 2006 21:23: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BUGS! in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #0
It's that time again! Yes, time to develop a comprehensive list of known bugs as of right now in BoA. You may ask, haven't we done this before? Yes, we have, and the most recent topic that I remember was this one.

Why do it again? I think it's useful for designers to know about all the features of the designing system, including the "undocumented features."

Here are some ground rules:

1. Bugs should be real bugs. That means you should be able to give precise instructions about how to reproduce them. They are not features that you wish were included but aren't. They must be things that don't work as described (or really ought to be described differently).

2. They should not already be listed either in this post or on Spiderweb's bugs page. We want new bugs, if they exist.

3. Ideally, I'd like to separate these into a few different categories: internal BoA bugs, editor bugs, and corescendata bugs.

4. If you have any further information about a bug (it's been fixed, for example), post and say so. Also, there are a few bugs here that I've never attempted to reproduce, so I have questions about them in parentheses after the bug. If anyone knows the answer, be sure to post to let me know.

Known undocumented bugs/problems in Mac-BoA v1.1.2 or Win-BoA v1.0.3:
Scripting problems
* Items don't stack when given via char_give_item (so if you give three potions of the same kind, the character ends up with three different potions). This doesn't happen with reward_give or other item management calls as far as I know.
* Sometimes searchable terrain breaks. For certain terrain with the searchable and container attribute, they are only searchable if there is something inside the container. This means that the call te_can_look_at doesn't do a lot.
* The call put_stain_on_space sometimes does nothing when attempting to remove a stain. This is a bit unpredictable, but most of the time that I've tried it, it does nothing. It also works fine putting a stain down, just not removing it.
* As described here, in a dialog box, choosing the second dialog choice always returns the number 2, even if the dialog choice was added as the third option.
* Custom scripts for joined NPCs don't do much. Everything except the DEAD_STATE is ignored. (Is this still true? Do any other states work?)
* The call num_killed_in_town always returns 0. (I have not verified this.)
* The call create_text_bubble cannot be called from a terrain script, even though the docs say that it can. (I have not verified this.)
* Something odd and undocumented is going on with the clear_town call. The description of the problem is here.

Corescendata and default graphic errors
* In corescendata, Augmented Giant (creature 135) ought to have the line "cr_which_sheet_upper = 1618;"
* The default rakshasa image needs realignment -- it has a black line on it.
* The slith avatar, in order to match Avernum 1, should not have the graphic of a gorgon, which is what it has now. Two calls need to be added: cr_which_sheet = 1532 and cr_icon_adjust = 2, as Bahssikava does.
* In corescendata.txt Floor #80 (fake lava) is not blocked by default. NPCS may walk upon it, thus giving away the fact that the lava is indeed fake.
* In corescendata2.txt Terrains #172 and #173 (fences) have an incorrect name. The line te_name = "Fence"; needs to be added to them.
* In corescendata2.txt Terrain #331 and #332 (underground hillside cave entrances) import the incorrect terrain. This causes problems with the automatic hills functionality of the editor. It will also cause the party to be drawn incorrectly when upon these terrains.
* In corescendata2.txt Terrain #367 (ruined statue) is missing the upper half. The lines te_second_icon = 1; and te_second_icon_offset_y = -55; need to be added to correct this.
* Graphics sheet 680, icon 52, is incorrectly drawn. It needs to be flipped horizontally to be correct.
* Graphics sheet 768, icon 8, has 3 off-white pixels.
* The efreet (creature 174) has cr_natural_armor defined twice, the first time as 15 and the second time as 50.
* The default Eyebeast graphic (1552) has its icons in the wrong order. This means that the creature will appear to be facing south when it's actually facing north in the editor, east when west, west when south, and north when east.
* As far as I can tell, aranea (and elder aranea) default to carrying pots. I'm assuming that item 373 was aranea fangs, once upon a time.
* Floors 85 and 86 have fl_ed_which_icon reversed. Floor 85 should have icon 7, and floor 86 should have icon 6.
* The default Asp graphic (1551) has its icons in the wrong order. North and west are reversed.

Documentation problems
* The call move_to_new_town can't be called from an INIT_STATE, a START_STATE, a creature script, or a terrain script, even if you distance the call from the state with set_state_continue, run_town_script, or run_scenario_script. (I put this under documentation because apparently this would be hard to change.)
* The call it_bonus may be described inaccurately. It does not provide any protection for rings, necklaces, and bracelets, and instead of preventing the given amount of damage, it prevents a random amount of damage up to the given amount. (I have not verified this.)
* The call get_unlock_spell_strength is undocumented.
* The constants BASE_TRAP_XP (which is 50) and NUM_CHARS (which is 120) are not documented. In fact, it'd be nice to have a list of constants somewhere like the one that Khoth posted.

Misecellaneous engine issues
* Outdoors signs don't work sometimes. (Does this still not work? Jeff claims that he fixed it for v1.1.2.)
* If cursed items are placed on ground/in a container in the editor, they lose their cursed ability. (I have not verified this one.)
* Enter-combat-end-combat bug: you can get placed in totally nonsensical locations when ending combat. If you enter and then end combat immediately, you get placed one space forward. This allows you to skip special rectangles extremely easily unless specifically prevented from doing so by a designer.
* Beam projectors malfunction wildly in close quarters, next to walls, in varying heights, etc. I have a small utility scenario to demonstrate a number of ways in which this can occur.
* When a regular PC is next to a spot and you look at that spot, you search the spot. If only a joined NPC (and not a regular NPC) is next to a spot, however, you don't search the spot. (It just seemed odd to me. Not sure it's a "bug" bug, though.)
* On Win98, crashes have been observed when monsters use missile attacks. (This may be hard to track down, though.)
* Putting a town border right next to the edge of the town causes weird behavior: you can't exit the town, the town doesn't match the edge, etc.
* When a creature can't get to a location that it's trying to get to, the game slows to a crawl. For example, when a creature gets lured out of a building through an open door, the door gets closed, and then the creature tries to return_to_start, the game slows. (This has been reported on Windows, and I have not verified it personally.)
* Unlike the traditional Orb of Thralni, items with it_ability_1 = 213 can give the party extra rounds of flight while the party is still in the air.

Unhandled Exceptions
Various things cause Unhandled Exception errors on Windows that cause BoA to quit entirely without giving a proper error message. These are extremely hard to debug for Mac designers, since they do not reproduce in the same way on a Mac, except for a few that are noted. Among them:
* Using a terrain or floor graphic that doesn't exist. This is a problem with wallsets that are not complete, for example: if you place a wall with a door from a wallset that doesn't include a door (ie, cave wall), this causes an unhandled exception.
* Setting a creature facing a direction greater than 7 -- ie, set_character_facing(6,8).
* Running the death animation of a creature with cr_small_or_large_template set wrong -- that is, if the creature's graphic is small but cr_small_or_large_template = 1 in the scenario's custom objects script, then BoA crashes without an error message and quits. This happens on Mac, too.
* Over-running the string limit. I got an unhandled exception in Vasskolis when I tried to display a message from the text buffer that was longer than 256 characters. I'm not sure if over-running the text buffer itself was the problem or if trying to display it was the problem, but either way, the over-long string didn't give the over-long string error like it does on a Mac.
* If you try to use a string variable while nothing's in it (i.e., you forgot the get_buffer_text call), BoA dies. On Mac-BoA v1.1.2, it crashes, gives no error message, and quits. I got this with a message_dialog call, but I imagine a print_str or text bubble would give the same response. Also, using a dialog string with nothing in it causes the same error.

[ Monday, May 22, 2006 21:23: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #149
*poke*

Time for a status report? I think so!

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BoA Editor Remake in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #149
*poke*

Time for a status report? I think so!

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Curious about something.... in The Exile Trilogy
Off With Their Heads
Member # 4045
Profile Homepage #1
We on the boards can only guess at Jeff's motives (if you want a direct answer, e-mail him), but there are definitely some gay people (Nance and Elspeth come to mind). My feeling is that it's not entirely accepted in Avernum — people don't really like to broadcast explicitly that they're gay.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
what does A4 offer us? in Avernum 4
Off With Their Heads
Member # 4045
Profile Homepage #30
Oh, yes. I forgot about that. ZKR is definitely canon, even if it is a little hard to figure out how. Is there any way of knowing where Fort Goodling or Fort Cavalier are?

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Do we have a future? in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #15
There was a dialogue editor that someone made at some point. Niemand, apparently.

I just realized that I've been hosting it but never put a link to it on my main page. Oops. I'll fix that now.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
char_has_item? in Blades of Avernum Editor
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Member # 4045
Profile Homepage #6
Bahs gives special abilities in the START_SCEN_STATE in slithhome.txt, near the end of the state.

The call you want is change_custom_abil_uses. You also have to make sure to init the special ability in the LOAD_SCEN_STATE.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
char_has_item? in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #6
Bahs gives special abilities in the START_SCEN_STATE in slithhome.txt, near the end of the state.

The call you want is change_custom_abil_uses. You also have to make sure to init the special ability in the LOAD_SCEN_STATE.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
It's the A2Template! in Blades of Avernum Editor
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Member # 4045
Profile Homepage #87
TM's on a Mac.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
It's the A2Template! in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #87
TM's on a Mac.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
special items in Blades of Exile
Off With Their Heads
Member # 4045
Profile Homepage #2
Hopefully it's BoE, because in BoA, you can't use special items. In BoE, if you follow the line of numbers just below your inventory that allows you to toggle between your first, second, third, etc., characters, you will find a button that says "Spec," which you can press on to see your special items.

[ Tuesday, December 27, 2005 00:01: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
special items in General
Off With Their Heads
Member # 4045
Profile Homepage #2
Hopefully it's BoE, because in BoA, you can't use special items. In BoE, if you follow the line of numbers just below your inventory that allows you to toggle between your first, second, third, etc., characters, you will find a button that says "Spec," which you can press on to see your special items.

[ Tuesday, December 27, 2005 00:01: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
what does A4 offer us? in Avernum 4
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Member # 4045
Profile Homepage #25
quote:
Originally written by Two pipe solo:

Alorael, who isn't so sure about ZKR's canon status. Fort Cavalier and those sliths aren't mentioned anywhere else
True, but the Second Slith War is definitely mentioned in A4. At least that part is fairly certain.

[ Monday, December 26, 2005 23:57: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Vahnatai fortress in Avernum 4
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Member # 4045
Profile Homepage #2
You can kill the pylons, you know. I did it by sending in one fighter to take damage and keeping the other three of my characters back out of range of the pylon's effects. If you are one step out of range of the pylon, you're still in your arrow and spell range, so you can have one fighter up close to prevent the pylon from healing, two back shooting, and a priest back healing.

It takes a fair bit of patience, but I killed every pylon I came across.

[ Monday, December 26, 2005 16:33: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00

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