Profile for jayc
Field | Value |
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Displayed name | jayc |
Member number | 4362 |
Title | Apprentice |
Postcount | 16 |
Homepage | |
Registered | Friday, May 7 2004 07:00 |
Recent posts
Pages
Author | Recent posts |
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Might have done somthing out of order (spoilers) in Avernum 4 | |
Apprentice
Member # 4362
|
written Saturday, January 14 2006 10:58
Profile
I'm stuck in a slightly different way. I got to the scree caves via a passage, not through the Fort Emerald gates. I killed the dragon, and also got the crystal box. When I went back to the passage, the gate was closed with the wheel on the other side. Contrary to several other people's experience, I cannot dispel the barriers at Fort Emerald. I found the crown symbol scratched in the rock, but there does not seem to be any way of opening the hidden passage that is apparently there. So I seem to be stuck in the scree caves with no way out. Is there a way? I guess I just want to know if it is possible, I don't want a hint, at least not quite yet. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
NPCS joining party, not working for me. in Blades of Avernum Editor | |
Apprentice
Member # 4362
|
written Tuesday, July 6 2004 09:53
Profile
The docs say it has to have a unique character script in order to join the party. I dunno why it behaves that way without it, but that may be the problem. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
NPCS joining party, not working for me. in Blades of Avernum | |
Apprentice
Member # 4362
|
written Tuesday, July 6 2004 09:53
Profile
The docs say it has to have a unique character script in order to join the party. I dunno why it behaves that way without it, but that may be the problem. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
NPCS joining party, not working for me. in Blades of Avernum Editor | |
Apprentice
Member # 4362
|
written Monday, July 5 2004 12:00
Profile
Does it have a unique character script? Posts: 16 | Registered: Friday, May 7 2004 07:00 |
NPCS joining party, not working for me. in Blades of Avernum | |
Apprentice
Member # 4362
|
written Monday, July 5 2004 12:00
Profile
Does it have a unique character script? Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Calls that we wish existed (part two) in Blades of Avernum Editor | |
Apprentice
Member # 4362
|
written Monday, July 5 2004 11:58
Profile
Something I mentioned some time ago; the ability to change player character's graphics, temporarily of course. It would make some of the stories I want easier to tell, and I think better overall. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Calls that we wish existed (part two) in Blades of Avernum | |
Apprentice
Member # 4362
|
written Monday, July 5 2004 11:58
Profile
Something I mentioned some time ago; the ability to change player character's graphics, temporarily of course. It would make some of the stories I want easier to tell, and I think better overall. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Help with a monster script...? in Blades of Avernum Editor | |
Apprentice
Member # 4362
|
written Wednesday, June 30 2004 05:33
Profile
You need a 5th argument in put_effect_on_space(), the mode. Maybe that is it. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Help with a monster script...? in Blades of Avernum | |
Apprentice
Member # 4362
|
written Wednesday, June 30 2004 05:33
Profile
You need a 5th argument in put_effect_on_space(), the mode. Maybe that is it. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Changing the starting year in Blades of Avernum Editor | |
Apprentice
Member # 4362
|
written Monday, June 28 2004 12:53
Profile
No there isn't, but you can turn off dates altogether by setting the day to -1. One thing that occurs to me, but I doubt that it would work, is to set the day outside the normal limits of 0 to 279 (or -1) to see if you would get year + int(day / 279). Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Changing the starting year in Blades of Avernum | |
Apprentice
Member # 4362
|
written Monday, June 28 2004 12:53
Profile
No there isn't, but you can turn off dates altogether by setting the day to -1. One thing that occurs to me, but I doubt that it would work, is to set the day outside the normal limits of 0 to 279 (or -1) to see if you would get year + int(day / 279). Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Another Bug in Blades of Avernum Editor | |
Apprentice
Member # 4362
|
written Monday, June 28 2004 09:45
Profile
Need more details. What is the character script? You could try sticking in char_attitude_to_char() or get_attitude() to check if the guard is friendly, neutral, hostile A or hostile B. I'm not sure how the intricacies of attitude work. Maybe somehow your party's attitude is set to something it shouldn't be??? The behavior you describe would be the case if your party appeared to the guard to be attitude hostile (A or B same as guard) and when Capture Mind was cast, the guard changed to friendly. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Another Bug in Blades of Avernum | |
Apprentice
Member # 4362
|
written Monday, June 28 2004 09:45
Profile
Need more details. What is the character script? You could try sticking in char_attitude_to_char() or get_attitude() to check if the guard is friendly, neutral, hostile A or hostile B. I'm not sure how the intricacies of attitude work. Maybe somehow your party's attitude is set to something it shouldn't be??? The behavior you describe would be the case if your party appeared to the guard to be attitude hostile (A or B same as guard) and when Capture Mind was cast, the guard changed to friendly. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Singleton Seeks Backpack in Blades of Avernum Editor | |
Apprentice
Member # 4362
|
written Monday, June 28 2004 09:24
Profile
Ooooh! Cool idea -- The Midas Touch scenario! Of course it could be very annoying if not handled well. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Singleton Seeks Backpack in Blades of Avernum | |
Apprentice
Member # 4362
|
written Monday, June 28 2004 09:24
Profile
Ooooh! Cool idea -- The Midas Touch scenario! Of course it could be very annoying if not handled well. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Need help with dialogue. in Blades of Avernum Editor | |
Apprentice
Member # 4362
|
written Monday, June 28 2004 09:20
Profile
Boats and horses are terrain graphics. Boats are in sheets 741 and 742. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Need help with dialogue. in Blades of Avernum | |
Apprentice
Member # 4362
|
written Monday, June 28 2004 09:20
Profile
Boats and horses are terrain graphics. Boats are in sheets 741 and 742. Posts: 16 | Registered: Friday, May 7 2004 07:00 |
NPCs (And displaying my limited intelligence) in Blades of Avernum Editor | |
Apprentice
Member # 4362
|
written Monday, June 28 2004 08:10
Profile
Did you do void enable_add_chars(short can_add) in this town? <edit> Ah, I see you did. <another edit> This call is not in Babysitting t3lair.txt, which works, so it is probably not necessary. I am not sure if that is necessary, but it is in the Sweetgrove init. The docs say, "A character who joins the party must have its own script." See t1Bruning.txt. The call is used as a comparative in Bruning's case, so that should be okay. [ Monday, June 28, 2004 08:48: Message edited by: jayc ] Posts: 16 | Registered: Friday, May 7 2004 07:00 |
NPCs (And displaying my limited intelligence) in Blades of Avernum | |
Apprentice
Member # 4362
|
written Monday, June 28 2004 08:10
Profile
Did you do void enable_add_chars(short can_add) in this town? <edit> Ah, I see you did. <another edit> This call is not in Babysitting t3lair.txt, which works, so it is probably not necessary. I am not sure if that is necessary, but it is in the Sweetgrove init. The docs say, "A character who joins the party must have its own script." See t1Bruning.txt. The call is used as a comparative in Bruning's case, so that should be okay. [ Monday, June 28, 2004 08:48: Message edited by: jayc ] Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Custom booms and effects in Blades of Avernum Editor | |
Apprentice
Member # 4362
|
written Monday, May 17 2004 12:14
Profile
Can we make custom booms, sparkles, missles and effects? Or are the existing ones the only ones available? Can this be added in an update? Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Custom booms and effects in Blades of Avernum | |
Apprentice
Member # 4362
|
written Monday, May 17 2004 12:14
Profile
Can we make custom booms, sparkles, missles and effects? Or are the existing ones the only ones available? Can this be added in an update? Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Horrors! My crime was seen! in Blades of Avernum Editor | |
Apprentice
Member # 4362
|
written Monday, May 17 2004 12:08
Profile
Spyderbytes, how do you make the party invisible? Do you make their icons disappear or do you just say they are invisible? Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Horrors! My crime was seen! in Blades of Avernum | |
Apprentice
Member # 4362
|
written Monday, May 17 2004 12:08
Profile
Spyderbytes, how do you make the party invisible? Do you make their icons disappear or do you just say they are invisible? Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Numbers of dialog nodes in Blades of Avernum Editor | |
Apprentice
Member # 4362
|
written Monday, May 10 2004 07:57
Profile
Thanks. I have a minor complaint that 200 dialog nodes seems rather few to develop enough interesting personalities in a large town. On the other hand, if one expects the player to work through all the nodes, as a thorough player might do, more nodes could seem tedious. Do you find that limit restrictive? Posts: 16 | Registered: Friday, May 7 2004 07:00 |
Numbers of dialog nodes in Blades of Avernum | |
Apprentice
Member # 4362
|
written Monday, May 10 2004 07:57
Profile
Thanks. I have a minor complaint that 200 dialog nodes seems rather few to develop enough interesting personalities in a large town. On the other hand, if one expects the player to work through all the nodes, as a thorough player might do, more nodes could seem tedious. Do you find that limit restrictive? Posts: 16 | Registered: Friday, May 7 2004 07:00 |