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Article - Tips for Creating Challenging Monsters in Blades of Avernum Editor
Apprentice
Member # 4145
Profile #6
"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)"

Yes sure. One idea is to use the
"kill_char(...)" [p. 24 in BoA Editor Appendix] script call, in the DEAD_STATE of the scriptfile for the spellcaster.

The easisest way is to:

1. open the basicnpc.txt
2. add the line "kill_char( get_memory_cell(4) , 2 , 0 );" below the "beginstate DEAD_STATE" line.
3. save the file as something like "masternpc.txt" (or whatever) in your scenario folder.
4. add the monsters to the world and change the script that is bound to the master (spellcaster) from "Default" to "masternpc" (or what you saved it as, no .txt in the end).
5. change the value of memory cell 4 for the master (spellcaster) to the character id of the slave (bodyguard).

Note that this script now may be used for many other monsters and the binding is changed by setting the value of memory cell #4. Have fun!
Posts: 1 | Registered: Wednesday, March 24 2004 08:00
Article - Tips for Creating Challenging Monsters in Blades of Avernum
Apprentice
Member # 4145
Profile #6
"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)"

Yes sure. One idea is to use the
"kill_char(...)" [p. 24 in BoA Editor Appendix] script call, in the DEAD_STATE of the scriptfile for the spellcaster.

The easisest way is to:

1. open the basicnpc.txt
2. add the line "kill_char( get_memory_cell(4) , 2 , 0 );" below the "beginstate DEAD_STATE" line.
3. save the file as something like "masternpc.txt" (or whatever) in your scenario folder.
4. add the monsters to the world and change the script that is bound to the master (spellcaster) from "Default" to "masternpc" (or what you saved it as, no .txt in the end).
5. change the value of memory cell 4 for the master (spellcaster) to the character id of the slave (bodyguard).

Note that this script now may be used for many other monsters and the binding is changed by setting the value of memory cell #4. Have fun!
Posts: 1 | Registered: Wednesday, March 24 2004 08:00