Profile for spyderbytes
| Field | Value | 
|---|---|
| Displayed name | spyderbytes | 
| Member number | 4180 | 
| Title | Shock Trooper | 
| Postcount | 200 | 
| Homepage | |
| Registered | Wednesday, March 31 2004 08:00 | 
Recent posts
Pages
| Author | Recent posts | 
|---|---|
| special items in Blades of Avernum Editor | |
| 
 Shock Trooper 
Member # 4180 
 | 
written Monday, April 5 2004 15:35
Profile
 Actually, my jug-guardian spiders already have a custom script for some custom targeting AI, so that part isn't a problem. What was originally holding me up was trying to figure out how to give the special item when the last spider died, and not for each one (and that's why I wanted to place it in a nearby container, as I would a normal item). But then I discovered friends_nearby, and now all's well with the world. :) I've changed it so I'm granting the special item when friends_nearby returns 0 (meaning all the others are already dead when this one dies). So, problem solved. :) Thanks for the help! -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00  |  
| special items in Blades of Avernum | |
| 
 Shock Trooper 
Member # 4180 
 | 
written Monday, April 5 2004 15:35
Profile
 Actually, my jug-guardian spiders already have a custom script for some custom targeting AI, so that part isn't a problem. What was originally holding me up was trying to figure out how to give the special item when the last spider died, and not for each one (and that's why I wanted to place it in a nearby container, as I would a normal item). But then I discovered friends_nearby, and now all's well with the world. :) I've changed it so I'm granting the special item when friends_nearby returns 0 (meaning all the others are already dead when this one dies). So, problem solved. :) Thanks for the help! -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00  |  
| special items in Blades of Avernum Editor | |
| 
 Shock Trooper 
Member # 4180 
 | 
written Monday, April 5 2004 01:01
Profile
quote:I knew I didn't see any other way, but I thought (hoped?) I might have been missing something. :) quote:Hmm... good point. I'm actually accomplishing pretty much exactly what I want with a normal ol' item right now. The only reason I was thinking of making it a special item is that it's the item necessary to complete a quest, and it looks like junk (actually it is... the scenario I'm working on is a lampoon of the worser variety of homegrown CRPGs ;) ). It's basically just the jug item. But I made mine with an icon color shift and gave it a slightly different name, so maybe that will be good enough. I just didn't want the player leaving it behind or throwing it out because s/he thought it was junk if s/he stumbled across it before receiving the quest to "FedEx" it to the NPC too lazy to get it himself. :D -spyderbytes (edited for grammar) [ Monday, April 05, 2004 01:03: Message edited by: spyderbytes ] -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00  |  
| special items in Blades of Avernum | |
| 
 Shock Trooper 
Member # 4180 
 | 
written Monday, April 5 2004 01:01
Profile
quote:I knew I didn't see any other way, but I thought (hoped?) I might have been missing something. :) quote:Hmm... good point. I'm actually accomplishing pretty much exactly what I want with a normal ol' item right now. The only reason I was thinking of making it a special item is that it's the item necessary to complete a quest, and it looks like junk (actually it is... the scenario I'm working on is a lampoon of the worser variety of homegrown CRPGs ;) ). It's basically just the jug item. But I made mine with an icon color shift and gave it a slightly different name, so maybe that will be good enough. I just didn't want the player leaving it behind or throwing it out because s/he thought it was junk if s/he stumbled across it before receiving the quest to "FedEx" it to the NPC too lazy to get it himself. :D -spyderbytes (edited for grammar) [ Monday, April 05, 2004 01:03: Message edited by: spyderbytes ] -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00  |  
| hostile creatures in Blades of Avernum Editor | |
| 
 Shock Trooper 
Member # 4180 
 | 
written Sunday, April 4 2004 20:44
Profile
 Ah... no wonder I couldn't tell any difference switching a lone hostile creature back and forth between Type A and Type B. :D I hadn't even gotten around to thinking about factions yet, but nice to know it's covered, at least in a basic fashion. :) -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00  |  
| hostile creatures in Blades of Avernum | |
| 
 Shock Trooper 
Member # 4180 
 | 
written Sunday, April 4 2004 20:44
Profile
 Ah... no wonder I couldn't tell any difference switching a lone hostile creature back and forth between Type A and Type B. :D I hadn't even gotten around to thinking about factions yet, but nice to know it's covered, at least in a basic fashion. :) -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00  |  
| special items in Blades of Avernum Editor | |
| 
 Shock Trooper 
Member # 4180 
 | 
written Sunday, April 4 2004 19:36
Profile
 The docs for special items seem pretty skimpy (to say the least). :confused: Is it possible for the party to find a special item in, say, a crate (after killing the monster guarding it)? Or does it have to be granted programmatically? If the former will work, how? I can't figure out how to place anything but regular items in the editor. -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00  |  
| special items in Blades of Avernum | |
| 
 Shock Trooper 
Member # 4180 
 | 
written Sunday, April 4 2004 19:36
Profile
 The docs for special items seem pretty skimpy (to say the least). :confused: Is it possible for the party to find a special item in, say, a crate (after killing the monster guarding it)? Or does it have to be granted programmatically? If the former will work, how? I can't figure out how to place anything but regular items in the editor. -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00  |  
| hostile creatures in Blades of Avernum Editor | |
| 
 Shock Trooper 
Member # 4180 
 | 
written Sunday, April 4 2004 19:30
Profile
 I can't find anything on this in the docs... what's the difference between Hostile, Type A and Hostile, Type B? -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00  |  
| hostile creatures in Blades of Avernum | |
| 
 Shock Trooper 
Member # 4180 
 | 
written Sunday, April 4 2004 19:30
Profile
 I can't find anything on this in the docs... what's the difference between Hostile, Type A and Hostile, Type B? -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00  |  
| improvements for geneforge 3.... your thoughts in Geneforge Series | |
| 
 Shock Trooper 
Member # 4180 
 | 
written Friday, April 2 2004 11:11
Profile
 I've only managed to skim the first seven(!) pages, so forgive me if this has been mentioned... but what I most want GF3 to be is "Blades of Geneforge". That is, give us an editor and let us write our own scenarios set in the GF mythos. -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00  |  
| improvements for geneforge 3.... your thoughts in Geneforge 2 | |
| 
 Shock Trooper 
Member # 4180 
 | 
written Friday, April 2 2004 11:11
Profile
 I've only managed to skim the first seven(!) pages, so forgive me if this has been mentioned... but what I most want GF3 to be is "Blades of Geneforge". That is, give us an editor and let us write our own scenarios set in the GF mythos. -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00  |  
