Profile for Eldiran
Field | Value |
---|---|
Displayed name | Eldiran |
Member number | 4154 |
Title | Shock Trooper |
Postcount | 213 |
Homepage | |
Registered | Friday, March 26 2004 08:00 |
Recent posts
Pages
Author | Recent posts |
---|---|
Stuck in the Za Khazi Run in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Sunday, August 29 2004 13:38
Profile
Killing the unawakened golems doesn't cause anyone to become hostile. They seem to be neutral, so you can pick off about half of them before even entering the room. Quite useful. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Some Musings on Tactics in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Thursday, August 26 2004 07:28
Profile
That reminds me. I wanted to ask about the Spray Acid spell... does it have any USE? Because whenever I've casted it on a foe, I find that I could easily have done more damage by hitting the enemy with a rock. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Stuff I Can't Do Yet in Blades of Avernum Editor | |
Shock Trooper
Member # 4154
|
written Sunday, August 15 2004 10:23
Profile
If you have any more trouble, just feel free to post the code and someone'll root through it. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Stuff I Can't Do Yet in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Sunday, August 15 2004 10:23
Profile
If you have any more trouble, just feel free to post the code and someone'll root through it. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Stuff I Can't Do Yet in Blades of Avernum Editor | |
Shock Trooper
Member # 4154
|
written Saturday, August 14 2004 13:35
Profile
For the first thing: if you know how to set up a dialog (using the more complex setup than just with "message_dialog()") then you can do this. If not, then the instructions should tell you somewhere. Anyway. Set up the dialog with the text and the options. Make sure to define a variable by putting "short (name of variable);" between the customary "variables;" and "body" except without all the parenthesis and quotes and with "name of variable" replaced with the name of your variable. It'll look like this: (if it's in a town) begintownscript; variables; short choice; body; beginstate INIT_STATE; break; And so on with all the other states. Now you've defined the variable "choice". After you set up the dialog, you'll put "choice = run_dialog(x);" where x is 0 or 1 depending on what you want (see appendices for run_dialog) Now choice will the number of what option the player chose. Strangely enough, option 0 will make choice be 1, option 1 is 2, and 2 is 3. Then you check for what they chose: if (choice == 1) { do first option } if (choice == 2) { do second option } else { do third option } I apologize if this is confusing. My explanation is far worse than that which the docs have, but I hope it still helps. For the second one: you need to use the script "specobj.txt" which you can find in VoDT's folder. It explains what to do in the script. The third: just place a special on whichever spot you want the dialog to pop up on. Use message_dialog() in the state to do it. [ Saturday, August 14, 2004 13:48: Message edited by: Eldiran ] -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Stuff I Can't Do Yet in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Saturday, August 14 2004 13:35
Profile
For the first thing: if you know how to set up a dialog (using the more complex setup than just with "message_dialog()") then you can do this. If not, then the instructions should tell you somewhere. Anyway. Set up the dialog with the text and the options. Make sure to define a variable by putting "short (name of variable);" between the customary "variables;" and "body" except without all the parenthesis and quotes and with "name of variable" replaced with the name of your variable. It'll look like this: (if it's in a town) begintownscript; variables; short choice; body; beginstate INIT_STATE; break; And so on with all the other states. Now you've defined the variable "choice". After you set up the dialog, you'll put "choice = run_dialog(x);" where x is 0 or 1 depending on what you want (see appendices for run_dialog) Now choice will the number of what option the player chose. Strangely enough, option 0 will make choice be 1, option 1 is 2, and 2 is 3. Then you check for what they chose: if (choice == 1) { do first option } if (choice == 2) { do second option } else { do third option } I apologize if this is confusing. My explanation is far worse than that which the docs have, but I hope it still helps. For the second one: you need to use the script "specobj.txt" which you can find in VoDT's folder. It explains what to do in the script. The third: just place a special on whichever spot you want the dialog to pop up on. Use message_dialog() in the state to do it. [ Saturday, August 14, 2004 13:48: Message edited by: Eldiran ] -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Article - Playing Scenarios Critically in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Saturday, August 14 2004 13:10
Profile
Sounds like quite a good article, and it will be useful now that all these scenarios are starting to come out. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Inner Sea in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Friday, August 13 2004 16:11
Profile
Something just occured to me. What is (EDIT: the world of) Avernum on? I mean, is it a planet? The answer to the whole water question would probably be affected by the answer to what I just asked. [ Friday, August 13, 2004 16:11: Message edited by: Eldiran ] -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Inner Sea in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Friday, August 13 2004 15:16
Profile
quote:Evaporation. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor | |
Shock Trooper
Member # 4154
|
written Friday, August 13 2004 10:07
Profile
quote:times two EDIT: Oops! I guess I spoke too soon! After loading up my CoNR in the new editor, I'm finding that in 3D town mode there's a blotch of purple next to each monster. Realistic mode replaces everything with grey, green, and purple blotches. This is at least how it works on my computer. I'm using Mac OS X 10.3.3. EDIT2: I spoke too soon again. After more testing I found that that's how it works when not in the recommended Thousands of Colors. I had usually ran as is, which was Millions of Colors. It works when I use thousands, though. [ Friday, August 13, 2004 10:21: Message edited by: Eldiran ] -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Friday, August 13 2004 10:07
Profile
quote:times two EDIT: Oops! I guess I spoke too soon! After loading up my CoNR in the new editor, I'm finding that in 3D town mode there's a blotch of purple next to each monster. Realistic mode replaces everything with grey, green, and purple blotches. This is at least how it works on my computer. I'm using Mac OS X 10.3.3. EDIT2: I spoke too soon again. After more testing I found that that's how it works when not in the recommended Thousands of Colors. I had usually ran as is, which was Millions of Colors. It works when I use thousands, though. [ Friday, August 13, 2004 10:21: Message edited by: Eldiran ] -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Ported scenarios! in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Friday, August 13 2004 07:47
Profile
When you port a scenario, I assume that maybe half of all the special encounters, etc, will need to be reprogrammed due to the different systems. Porting a scenario will not be a commonplace occurance, because it's extremely boring to spend long amounts of time fiddling with a plot that you've already spent a long amount of time with. Porting someone else's scenario is a bad idea, and nearly impossible. Not to mention being extremely boring. EDIT: The point I'm making is that if you haven't made a BoE scenario, then don't bother. In fact, even if you have made a BoE scenario, don't bother. Just start from scratch on something new and interesting. [ Friday, August 13, 2004 07:50: Message edited by: Eldiran ] -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Inner Sea in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Tuesday, August 10 2004 08:40
Profile
Carry it up a hill? -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
New missile animations in Blades of Avernum Editor | |
Shock Trooper
Member # 4154
|
written Sunday, August 8 2004 17:00
Profile
..."HURP"? -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
New missile animations in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Sunday, August 8 2004 17:00
Profile
..."HURP"? -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Beta Call for Emerald Mountain in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Sunday, August 8 2004 16:34
Profile
Same as TGM. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Beta Call for Emerald Mountain in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Saturday, August 7 2004 17:01
Profile
quote:I couldn't resist pointing this out. And to give this post actual purpose, I got the email. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Beta Call for Emerald Mountain in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Friday, August 6 2004 07:50
Profile
Name: Eldiran Email: sean@haydenaud.com Platform: Mac Scenarios Tested: None. Scenarios Designed: Cave of No Return. Scripting Ability: Pretty much anything but monster scripts I can handle. (ie half-decent) Are You Imban: I think the answer is obvious. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Sequal to Averum3 in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Wednesday, August 4 2004 10:28
Profile
I encourage you to not try to make a sequel to A3. But if you insist, you should first know everything about A3 and second know about what your story is going to be. Figure out what you're going to do before starting anything. Also, if you're unfamiliar with A3, this effort of yours is doomed to oblivion before it even starts. Don't base something off of something you don't know about. Design what you know. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor | |
Shock Trooper
Member # 4154
|
written Wednesday, August 4 2004 09:43
Profile
HOLY CRAPOLA! So... freaking... awesome! THANK YOU! -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Wednesday, August 4 2004 09:43
Profile
HOLY CRAPOLA! So... freaking... awesome! THANK YOU! -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Where can I find this? in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Wednesday, August 4 2004 06:19
Profile
I believe that it's on Zaskiva Island in a cave populated by basilisks. That's in Small Rebellion. Though I could be wrong. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Same old story in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Monday, August 2 2004 08:34
Profile
I didn't see that... Are you referring to the A3 manual? -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Zaskiva Sewers (ASR) in Blades of Avernum | |
Shock Trooper
Member # 4154
|
written Monday, August 2 2004 08:25
Profile
Calm down and type better. Did you kill any swamp-men? You have to go into a room that they're in and then look inside the desks. The key should be there. If you can't find the right room, look for unexplored passages on your map. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Help with custom creatures design in Blades of Avernum Editor | |
Shock Trooper
Member # 4154
|
written Monday, August 2 2004 07:34
Profile
It says "adjust" so I assume that it adds 4. A negative number would cause it to subtract. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |