Profile for Kelandon
Field | Value |
---|---|
Displayed name | Kelandon |
Member number | 4045 |
Title | Off With Their Heads |
Postcount | 7968 |
Homepage | http://home.sanbrunocable.com/~tommywatts03/ |
Registered | Saturday, February 28 2004 08:00 |
Recent posts
Pages
Author | Recent posts |
---|---|
Article - High Level Scenarios in Blades of Avernum Editor | |
Off With Their Heads
Member # 4045
|
written Wednesday, April 28 2004 14:46
Profile
Homepage
quote:What don't you like? I say you can include a HLPM or a pre-made party.... -------------------- 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 |
Article - High Level Scenarios in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Wednesday, April 28 2004 14:46
Profile
Homepage
quote:What don't you like? I say you can include a HLPM or a pre-made party.... -------------------- 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 |
Article - High Level Scenarios in Blades of Avernum Editor | |
Off With Their Heads
Member # 4045
|
written Wednesday, April 28 2004 14:11
Profile
Homepage
Article: High Level Scenarios In BoA, characters can keep gaining levels until a little past level 100. That means that we, the designers, have the option to make scenarios designed for high levels. This can range from moderately high level scenarios (30-35 or 40-50) to extremely high level scenarios (70-80 or even higher). Certain aspects of scenario design, such as puzzles or dialogue, don't change much as the party gains levels. Other aspects change significantly, and these aspects are the focus of this article. THE PARTY First, consider including a party-maker or a recommended party to use. Making a High Level Party Maker is not hard. I made one in a few hours, and if you want it, e-mail me and I will send it to you. A viable alternative is to supply a party that the player should use. Here you run into your first choice, with its accompanying trade-offs. A pre-made party gives you, the designer, much more control over what kind of skills and therefore what kind of strategies the player has available. However, certain playing styles may conflict with the pre-made party that you've given. Also, some players balk at having to RP a party in whose creation they had no say. You have to decide which is more important, designer control or player freedom, in your scenario. The point is broader than this, too. Players may have developed their parties along completely different lines, and at high levels, this makes a difference. A level 50 party composed of a fighter, an archer, a priest, and a mage will probably be able to use any item that you give it. A level 50 party composed of four priests, one of whom has the Melee Weapons skill at high enough level to fight hand-to-hand, will not be able to use a spear. A level 50 party composed of two fighters, a priest, and a mage will not be able to use a bow. Therefore you have to be careful when you hand the party rewards: if they've been training up Blademaster and Lethal Blow to level 15 and you give them a Fiery Bow of Doom, they'll be annoyed. The same goes if the reward for a tough quest is Arcane Blow at level 3 and the party doesn't have any mages. Supplying a pre-made party is one way to get around this. Another way is to make your rewards multi-faceted. Give Arcane Blow at level 3 and 1000 gold, for example. Or you can even script to check the party's abilities: if the party contains a character whose Mage Spells is greater than or equal to 15, give Arcane Blow at level 3, and if not, give a Glowing Sword of Monstrous Damage. You could run through a series of If calls checking the party's abilities. Another option is to let the party choose its reward, as Morog does in the Za-Khazi Run. Or you could inform the party beforehand what the reward for the quest will be, as the Dispel Barrier quests in A2 and A3 do. Basically, you just have to be aware and then use your best judgment. SHOPS Shops provide an odd dilemma. On the one hand, a level 90 party will hardly care about such trivial items as a Crude Dagger, so it's kind of pointless from a gameplay standpoint for your scenario to include them in shops. On the other hand, if all the shops sell Inferno Broadswords suitable to a level 90 party, your scenario might lose some realism, depending on the setting. You have to strike a balance between the two. On the one hand, a level 50 party really should be able to buy a third level of Healing, but on the other hand, would an itinerant sage on the edge of the Empire really know the spell that well? My recommendation: your high level scenario should take place in a setting suitable to a high level party, and then you can manipulate the plot as necessary to include realistic and gameplay-necessary shops. If you can't justify it, though, don't include it. COMBAT Combat design changes at high levels, too. You can reasonably assume that a level 50 party has some special skills at high levels. The fighters probably have Lethal Blow, and the magic-users probably have Magical Efficiency, so they can kill weaker monsters with one hit and their spells cost significantly less than usual spell points to cast. They probably have Resistance, too, so spells on them won't be as damaging. If you put in regular old monsters and just increase the level, the party will obliterate them without trouble. A level 80 mutant lizard is still a mutant lizard, and a level 70 party should be able to dispatch it with no trouble. A level 40 party might be different, so in moderately high level scenarios, you can just throw in level-modified monsters, but this is not much fun. So what should you do? You have a few options. You can give the monster special abilities in your scenario's custom objects script. If a level 35 party encounters twelve unmodified level 25 drakes, the party can just cast Control Foes and charm half the drakes. Then the combat becomes trivially easy. But if you add the call cr_immunities 3 = 100 to the creature, making all of them immune to mental effects, the whole complexion of the battle changes. Giving the creature immunities can accomplish a lot. Giving the creature an item (say, an Invulnerability Potion, as the Giant Chiefs of A3 had) can change things, too. But if you want even more power, you can script. A level 70-80 scenario will probably scare off newbies, so you can assume that the player is pretty wilely. So go ahead. Stick them inside an erupting volcano and do 150 damage to them every turn while they're fighting a level 100 dragon that's immune to fire, cold, and mental effects and that just quaffed an Invulnerability Elixir. Give the dragon the ability to heal itself by half its health points every three turns. Give it the ability to teleport away from the party when it gets too damaged. Strip away the party's items so that they have to fight with their bare hands. (With high enough Assassination and Lethal Blow, this might not even matter.) Obviously, you should play-test the combat so that you're sure that it is beatable, but it should not be easy. It is important to remember that difficulty does not necessarily equate to amount of fun. Other articles describe how to make combat fun. But the point is that a high level scenario can and should include complicated tactical challenges, because a high level party has a great variety of abilities that it can bring to bear. PLOT And the plot of the scenario should suit the party that is playing it. A level 60 party is incredibly strong; where did they get this kind of power? Have they been adventuring for a long time, and if so, are they well-known? Are they even human, or are they some kind of gods? And in high level scenarios, the question why the party has decided to get involved in this particular mission or region of the world is even more important. A level 90 party could go anywhere it wanted, and it must've chosen this place and this quest. Why? As a related point, the monsters in the scenario are presumably EXTREMELY powerful. How have they not run amok and slaughtered everything in the near vicinity? Also, the party won't be gaining in power over the course of a high level scenario the same way that it would in a low level scenario. The change from level 55 to 60 is less significant than the change from 1 to 6. Thus the scenario must present some other way of being fun: a gripping plot, flashy special effects and cut scenes, or something else cool. High level scenarios have great potential. You can do many more different things with level 50 monsters than with level 3 one. You just have to be careful to keep in mind the experience of playing your scenario as you design it, and the rest will follow. ------------------------------------ I haven't e-mailed this to SW yet. I wanted to get some comments and maybe revise it a bit. So... discuss. [ Thursday, April 29, 2004 11:03: 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 |
Article - High Level Scenarios in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Wednesday, April 28 2004 14:11
Profile
Homepage
Article: High Level Scenarios In BoA, characters can keep gaining levels until a little past level 100. That means that we, the designers, have the option to make scenarios designed for high levels. This can range from moderately high level scenarios (30-35 or 40-50) to extremely high level scenarios (70-80 or even higher). Certain aspects of scenario design, such as puzzles or dialogue, don't change much as the party gains levels. Other aspects change significantly, and these aspects are the focus of this article. THE PARTY First, consider including a party-maker or a recommended party to use. Making a High Level Party Maker is not hard. I made one in a few hours, and if you want it, e-mail me and I will send it to you. A viable alternative is to supply a party that the player should use. Here you run into your first choice, with its accompanying trade-offs. A pre-made party gives you, the designer, much more control over what kind of skills and therefore what kind of strategies the player has available. However, certain playing styles may conflict with the pre-made party that you've given. Also, some players balk at having to RP a party in whose creation they had no say. You have to decide which is more important, designer control or player freedom, in your scenario. The point is broader than this, too. Players may have developed their parties along completely different lines, and at high levels, this makes a difference. A level 50 party composed of a fighter, an archer, a priest, and a mage will probably be able to use any item that you give it. A level 50 party composed of four priests, one of whom has the Melee Weapons skill at high enough level to fight hand-to-hand, will not be able to use a spear. A level 50 party composed of two fighters, a priest, and a mage will not be able to use a bow. Therefore you have to be careful when you hand the party rewards: if they've been training up Blademaster and Lethal Blow to level 15 and you give them a Fiery Bow of Doom, they'll be annoyed. The same goes if the reward for a tough quest is Arcane Blow at level 3 and the party doesn't have any mages. Supplying a pre-made party is one way to get around this. Another way is to make your rewards multi-faceted. Give Arcane Blow at level 3 and 1000 gold, for example. Or you can even script to check the party's abilities: if the party contains a character whose Mage Spells is greater than or equal to 15, give Arcane Blow at level 3, and if not, give a Glowing Sword of Monstrous Damage. You could run through a series of If calls checking the party's abilities. Another option is to let the party choose its reward, as Morog does in the Za-Khazi Run. Or you could inform the party beforehand what the reward for the quest will be, as the Dispel Barrier quests in A2 and A3 do. Basically, you just have to be aware and then use your best judgment. SHOPS Shops provide an odd dilemma. On the one hand, a level 90 party will hardly care about such trivial items as a Crude Dagger, so it's kind of pointless from a gameplay standpoint for your scenario to include them in shops. On the other hand, if all the shops sell Inferno Broadswords suitable to a level 90 party, your scenario might lose some realism, depending on the setting. You have to strike a balance between the two. On the one hand, a level 50 party really should be able to buy a third level of Healing, but on the other hand, would an itinerant sage on the edge of the Empire really know the spell that well? My recommendation: your high level scenario should take place in a setting suitable to a high level party, and then you can manipulate the plot as necessary to include realistic and gameplay-necessary shops. If you can't justify it, though, don't include it. COMBAT Combat design changes at high levels, too. You can reasonably assume that a level 50 party has some special skills at high levels. The fighters probably have Lethal Blow, and the magic-users probably have Magical Efficiency, so they can kill weaker monsters with one hit and their spells cost significantly less than usual spell points to cast. They probably have Resistance, too, so spells on them won't be as damaging. If you put in regular old monsters and just increase the level, the party will obliterate them without trouble. A level 80 mutant lizard is still a mutant lizard, and a level 70 party should be able to dispatch it with no trouble. A level 40 party might be different, so in moderately high level scenarios, you can just throw in level-modified monsters, but this is not much fun. So what should you do? You have a few options. You can give the monster special abilities in your scenario's custom objects script. If a level 35 party encounters twelve unmodified level 25 drakes, the party can just cast Control Foes and charm half the drakes. Then the combat becomes trivially easy. But if you add the call cr_immunities 3 = 100 to the creature, making all of them immune to mental effects, the whole complexion of the battle changes. Giving the creature immunities can accomplish a lot. Giving the creature an item (say, an Invulnerability Potion, as the Giant Chiefs of A3 had) can change things, too. But if you want even more power, you can script. A level 70-80 scenario will probably scare off newbies, so you can assume that the player is pretty wilely. So go ahead. Stick them inside an erupting volcano and do 150 damage to them every turn while they're fighting a level 100 dragon that's immune to fire, cold, and mental effects and that just quaffed an Invulnerability Elixir. Give the dragon the ability to heal itself by half its health points every three turns. Give it the ability to teleport away from the party when it gets too damaged. Strip away the party's items so that they have to fight with their bare hands. (With high enough Assassination and Lethal Blow, this might not even matter.) Obviously, you should play-test the combat so that you're sure that it is beatable, but it should not be easy. It is important to remember that difficulty does not necessarily equate to amount of fun. Other articles describe how to make combat fun. But the point is that a high level scenario can and should include complicated tactical challenges, because a high level party has a great variety of abilities that it can bring to bear. PLOT And the plot of the scenario should suit the party that is playing it. A level 60 party is incredibly strong; where did they get this kind of power? Have they been adventuring for a long time, and if so, are they well-known? Are they even human, or are they some kind of gods? And in high level scenarios, the question why the party has decided to get involved in this particular mission or region of the world is even more important. A level 90 party could go anywhere it wanted, and it must've chosen this place and this quest. Why? As a related point, the monsters in the scenario are presumably EXTREMELY powerful. How have they not run amok and slaughtered everything in the near vicinity? Also, the party won't be gaining in power over the course of a high level scenario the same way that it would in a low level scenario. The change from level 55 to 60 is less significant than the change from 1 to 6. Thus the scenario must present some other way of being fun: a gripping plot, flashy special effects and cut scenes, or something else cool. High level scenarios have great potential. You can do many more different things with level 50 monsters than with level 3 one. You just have to be careful to keep in mind the experience of playing your scenario as you design it, and the rest will follow. ------------------------------------ I haven't e-mailed this to SW yet. I wanted to get some comments and maybe revise it a bit. So... discuss. [ Thursday, April 29, 2004 11:03: 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 |
High level scenarios wanted in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Wednesday, April 28 2004 14:05
Profile
Homepage
quote:This would be a very large scenario. It would be larger than VoDT, ASR, ZKR, and DWtD put together. It would need about 100 towns, probably. Hmm. That sounds like something that *i would do, come to think of it :P EDIT: Look! I wrote an article! [ Wednesday, April 28, 2004 14:12: 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 |
High level scenarios wanted in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Wednesday, April 28 2004 06:25
Profile
Homepage
I've been messing around with combat in a level 35-40 scenario and then also testing it with a god party, and honestly, it is far more entertaining for me than the combats in RoR or BS. Having ~30 health just didn't do it for me. I suspect that BoA, unlike BoE, will not become pointless at very high levels. One could design a scenario for level 70-80 and get away with it. The tactical challeneges would be completely different at extremely high levels, though. You'd have to assume that the party had Lethal Blow and Magical Efficiency at extremely high levels, so they could one-hit anything below their level and their spells would cost almost nothing to cast. Moreover, you'd have to be pretty judicious with the weapons that you gave them: giving them only crude daggers would lead to interesting results, but you might annoy the player. Giving them high-powered artifacts would also be interesting, but you'd have to make the combats even harder. Hmm. Sounds like there's an article in there. I think I'll write that in the next few days. -------------------- 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 |
Very OT: Jeff, you are a genius in General | |
Off With Their Heads
Member # 4045
|
written Wednesday, April 28 2004 06:07
Profile
Homepage
He just said "preferably," you ogres. Do you know where it can be bought? -------------------- Kelandon's Pink and Pretty Page!! (The home of BoA's HLPM, newly updated to v1.1!) Rate my scenarios! Northern Kingdom 0: Prologue High Level Party Maker Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
A Petition in General | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 18:48
Profile
Homepage
He's a Blademaster in the forums where he is a mod. He is a Postmaster General (at the moment) in the forums where he is not. If he gets a custom title as he has requested, he will be that title everywhere. If not, he will be Postliness in the forums that he doesn't mod. EDIT: This post should not be interpreted as support for the petition. I want to see what diabolical scheme Alorael has up his sleeve. [ Tuesday, April 27, 2004 18:49: Message edited by: Kelandon ] -------------------- Kelandon's Pink and Pretty Page!! (The home of BoA's HLPM, newly updated to v1.1!) Rate my scenarios! Northern Kingdom 0: Prologue High Level Party Maker Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
What articles would you like to see? in Blades of Avernum Editor | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 18:30
Profile
Homepage
quote:Your native language is a Romance language, isn't it? I want to say that you sound French, but I'm not sure why I think that. The "didn't resist" thing is a Romance language characteristic, though. [ Tuesday, April 27, 2004 18:31: 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 articles would you like to see? in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 18:30
Profile
Homepage
quote:Your native language is a Romance language, isn't it? I want to say that you sound French, but I'm not sure why I think that. The "didn't resist" thing is a Romance language characteristic, though. [ Tuesday, April 27, 2004 18:31: 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 |
Horrors! My crime was seen! in Blades of Avernum Editor | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 18:24
Profile
Homepage
Some odd combination of change_crime_level, get_crime_level, and set_crime_tolerance might be able to accomplish this. Say, set the crime tolerance absurdly high and store in a variable or an SDF what the party's original crime level was. Then, once the invisibility was over, set the crime level back to the pre-invisibility level. (It looks like you would have to do this with a While controller, because there is no set_crime_level, only a change_crime_level, so you have it reduce the crime level by one while the crime level is above the original level.) It would still say that your crime was seen, though. Not sure how to get around that. EDIT: The reason I would set the crime tolerance high for the duration of the invisibility is that I'd worry about the town becoming hostile before the START_STATE was called on the next turn. I'm not sure when that happens during a turn, so it might not be a problem. But there is the issue of overhead, too. [ Tuesday, April 27, 2004 18:26: 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 |
Horrors! My crime was seen! in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 18:24
Profile
Homepage
Some odd combination of change_crime_level, get_crime_level, and set_crime_tolerance might be able to accomplish this. Say, set the crime tolerance absurdly high and store in a variable or an SDF what the party's original crime level was. Then, once the invisibility was over, set the crime level back to the pre-invisibility level. (It looks like you would have to do this with a While controller, because there is no set_crime_level, only a change_crime_level, so you have it reduce the crime level by one while the crime level is above the original level.) It would still say that your crime was seen, though. Not sure how to get around that. EDIT: The reason I would set the crime tolerance high for the duration of the invisibility is that I'd worry about the town becoming hostile before the START_STATE was called on the next turn. I'm not sure when that happens during a turn, so it might not be a problem. But there is the issue of overhead, too. [ Tuesday, April 27, 2004 18:26: 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 |
Age in General | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 14:59
Profile
Homepage
quote:I assume this is supposed to be Humbert Humbert. EDIT: And Riibu is too sexy to be 13. [ Tuesday, April 27, 2004 15:00: Message edited by: Kelandon ] -------------------- Kelandon's Pink and Pretty Page!! (The home of BoA's HLPM v1.1!) Rate my scenarios! Northern Kingdom 0: Prologue High Level Party Maker Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Beta for Windows BoA about to start. in Blades of Avernum Editor | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 12:15
Profile
Homepage
quote:And, because Thuryl mentioned it, this is the reason that we need to get those bug reports in as quickly as possible. There is a decent chance that he will fix anything that he knows about before the time Win-BoA comes out. After that, judging from the BoE experience, we're on our own. I'm sure other people have said this, but I just figured it deserved mentioning again, just in case any BoA designers had missed it. -------------------- 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 |
Beta for Windows BoA about to start. in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 12:15
Profile
Homepage
quote:And, because Thuryl mentioned it, this is the reason that we need to get those bug reports in as quickly as possible. There is a decent chance that he will fix anything that he knows about before the time Win-BoA comes out. After that, judging from the BoE experience, we're on our own. I'm sure other people have said this, but I just figured it deserved mentioning again, just in case any BoA designers had missed it. -------------------- 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 |
Age in General | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 11:17
Profile
Homepage
It does go to show that Jeff Vogel is probably wrong, though: he's not selling these games to ten-year-olds or whatever. Most of us (on these boards, anyway) are in our mid- to- late-teens, and a good number of us are significantly older than that. Here's my theory on Drakefyre, who consistently makes outrageous claims about his age on these topics: his life really began when BoE came out, so however old his body may "technically" be, he's really six. And he'll turn seven in December. -------------------- Kelandon's Pink and Pretty Page!! (The home of BoA's HLPM v1.1!) Rate my scenarios! Northern Kingdom 0: Prologue High Level Party Maker Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Custom Items/Graphix... Oui. in Blades of Avernum Editor | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 11:05
Profile
Homepage
Icon adjustment is, btw, really unpredictable. The only way to know what is happening is to make the thing, put it in a scenario's custom object script, go into the editor and place the object, and enter the scenario and see it. For an example, do that with this code: begindefinecreature 247; import = 35; cr_name = "Blue slith warrior"; cr_icon_adjust = 1; begindefinecreature 248; import = 35; cr_name = "Red slith warrior"; cr_icon_adjust = 128; begindefinecreature 249; import = 35; cr_name = "Slith ghost warrior"; cr_icon_adjust = 64; You'll get some idea of the power of icon adjustment. EDIT: I hadn't tried it_ed_icon_adjust or any of its siblings, though, because somehow I neglected to notice that they exist. My suspicion is that this will give some idea of what it looks like, but not always a great one. EDIT 2: Also, Couch, don't triple-post. Edit instead. [ Tuesday, April 27, 2004 11:08: 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 |
Custom Items/Graphix... Oui. in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 11:05
Profile
Homepage
Icon adjustment is, btw, really unpredictable. The only way to know what is happening is to make the thing, put it in a scenario's custom object script, go into the editor and place the object, and enter the scenario and see it. For an example, do that with this code: begindefinecreature 247; import = 35; cr_name = "Blue slith warrior"; cr_icon_adjust = 1; begindefinecreature 248; import = 35; cr_name = "Red slith warrior"; cr_icon_adjust = 128; begindefinecreature 249; import = 35; cr_name = "Slith ghost warrior"; cr_icon_adjust = 64; You'll get some idea of the power of icon adjustment. EDIT: I hadn't tried it_ed_icon_adjust or any of its siblings, though, because somehow I neglected to notice that they exist. My suspicion is that this will give some idea of what it looks like, but not always a great one. EDIT 2: Also, Couch, don't triple-post. Edit instead. [ Tuesday, April 27, 2004 11:08: 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 |
Pssst... it's a secret in General | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 10:06
Profile
Homepage
At this rate, within a week, within perhaps even days, Alorael will do something dire, something of which we have only vague and ominous hints. My prediction? Drakefyre comes home from kindergarten. Drakey: My, my, fingerpainting sure was swell today. Let's see what's on the boards. He lets out a mighty dragon gasp. Drakey: Golly gee whiz, what happened to the boards? Where are they? Mariann! Mariaaaaaaaaaann!! The boards have vanished. They are nowhere to be found. Worse, his computer is frozen. Its hard drive is rapidly deleting itself. Drakey: And I was almost finished with RiB, too!! *wails* And all he can do is watch. He stares in horror at the computer screen, which reads, in the same dire font that still, to this day, heads the Misc board: "Deep down, you KNOW you should've given Alorael a custom title." [ Tuesday, April 27, 2004 10:53: Message edited by: Kelandon ] -------------------- Kelandon's Pink and Pretty Page!! (The home of BoA's HLPM, newly updated to v1.1!) Rate my scenarios! Northern Kingdom 0: Prologue High Level Party Maker Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Seeking beta-testers. in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 09:56
Profile
Homepage
quote:It might also be your lack of punctuation or capitalization. A beta report is useless if it is unreadable. -------------------- 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 |
Seeking beta-testers. in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Tuesday, April 27 2004 09:47
Profile
Homepage
tomwatts@berkeley.edu Like Morgan, I'm trying to keep up with beta-testing every BoA scenario in existence. I beta-tested TM's RoR and Khoth's Babysitting. -------------------- 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 |
A way to prevent blood stains? in Blades of Avernum Editor | |
Off With Their Heads
Member # 4045
|
written Monday, April 26 2004 17:18
Profile
Homepage
While we're waiting for a better answer... You could have the monster set an SDF, and then put in the town's START_STATE that if the monster is dead, use the call to erase the blood. You can save its death coordinates in SDFs too, if necessary. -------------------- 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 |
A way to prevent blood stains? in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Monday, April 26 2004 17:18
Profile
Homepage
While we're waiting for a better answer... You could have the monster set an SDF, and then put in the town's START_STATE that if the monster is dead, use the call to erase the blood. You can save its death coordinates in SDFs too, if necessary. -------------------- 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 |
Question: WTF is Icon Adjustment? in Blades of Avernum Editor | |
Off With Their Heads
Member # 4045
|
written Monday, April 26 2004 17:02
Profile
Homepage
Couch is saying that he thought that icon adjustment would be relevant to scenario design, and that he's relieved that it's not. I disagree with him, because I want to have cool-looking new graphics and don't have the technical skill to make real custom ones. Icon adjustment is therefore fairly important to me. Still, Couch is right in that it is not particularly necessary to making a scenario. -------------------- 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 |
Question: WTF is Icon Adjustment? in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Monday, April 26 2004 17:02
Profile
Homepage
Couch is saying that he thought that icon adjustment would be relevant to scenario design, and that he's relieved that it's not. I disagree with him, because I want to have cool-looking new graphics and don't have the technical skill to make real custom ones. Icon adjustment is therefore fairly important to me. Still, Couch is right in that it is not particularly necessary to making a scenario. -------------------- 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 |