Profile for Shanty
Field | Value |
---|---|
Displayed name | Shanty |
Member number | 4486 |
Title | Apprentice |
Postcount | 8 |
Homepage | http://members.tripod.com/~striped_flamer/ |
Registered | Tuesday, June 8 2004 07:00 |
Recent posts
Author | Recent posts |
---|---|
Help our Scenario Designers! in Blades of Avernum Editor | |
Apprentice
Member # 4486
|
written Wednesday, June 16 2004 11:37
Profile
Homepage
I hope those piles of coins match the registration fee exactly. Now THAT would be a sweet feature. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
Help our Scenario Designers! in Blades of Avernum | |
Apprentice
Member # 4486
|
written Wednesday, June 16 2004 11:37
Profile
Homepage
I hope those piles of coins match the registration fee exactly. Now THAT would be a sweet feature. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
Scripting Idea/Question in Blades of Avernum Editor | |
Apprentice
Member # 4486
|
written Tuesday, June 15 2004 03:14
Profile
Homepage
Creating a friendly preset encounter with move type 0 will have them follow the party around, but it will be possible to lose them (quite easily). So maybe when the party gets to whereever they're supposed to guide these guys check the distance between them and the party and make them go fetch them if they've lost them. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
Scripting Idea/Question in Blades of Avernum | |
Apprentice
Member # 4486
|
written Tuesday, June 15 2004 03:14
Profile
Homepage
Creating a friendly preset encounter with move type 0 will have them follow the party around, but it will be possible to lose them (quite easily). So maybe when the party gets to whereever they're supposed to guide these guys check the distance between them and the party and make them go fetch them if they've lost them. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
Help our Scenario Designers! in Blades of Avernum Editor | |
Apprentice
Member # 4486
|
written Sunday, June 13 2004 02:19
Profile
Homepage
Hm. Would it be possible to set targets for the npcs using some custom item? That'd be pretty neat, though I'm still not entirely sure how the npcs' targetting works. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
Help our Scenario Designers! in Blades of Avernum | |
Apprentice
Member # 4486
|
written Sunday, June 13 2004 02:19
Profile
Homepage
Hm. Would it be possible to set targets for the npcs using some custom item? That'd be pretty neat, though I'm still not entirely sure how the npcs' targetting works. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
Towns - Major Problem - HELP! in Blades of Avernum Editor | |
Apprentice
Member # 4486
|
written Friday, June 11 2004 11:44
Profile
Homepage
There's a nifty diagram on page thirty of the documentation that explains this very well. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
Towns - Major Problem - HELP! in Blades of Avernum | |
Apprentice
Member # 4486
|
written Friday, June 11 2004 11:44
Profile
Homepage
There's a nifty diagram on page thirty of the documentation that explains this very well. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
Scenarios currently being worked on in Blades of Avernum Editor | |
Apprentice
Member # 4486
|
written Friday, June 11 2004 04:46
Profile
Homepage
Well, I'm struggling with one I like to call "Troubled Transit", at least for the moment. It's based on the peace between Avernum and the Empire post-A3, and the people of Avernum's return to the surface. Nothing fancy, you won't be saving the world or anything. Some traditional "kill the baddies" and "find the whatsit" quests as well as some prejudiced avernite-hating empire npcs and a weirdo religion for the temples. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
Scenarios currently being worked on in Blades of Avernum | |
Apprentice
Member # 4486
|
written Friday, June 11 2004 04:46
Profile
Homepage
Well, I'm struggling with one I like to call "Troubled Transit", at least for the moment. It's based on the peace between Avernum and the Empire post-A3, and the people of Avernum's return to the surface. Nothing fancy, you won't be saving the world or anything. Some traditional "kill the baddies" and "find the whatsit" quests as well as some prejudiced avernite-hating empire npcs and a weirdo religion for the temples. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
change_outdoor_location in Blades of Avernum Editor | |
Apprentice
Member # 4486
|
written Wednesday, June 9 2004 08:13
Profile
Homepage
Oh, I see what you mean. It's totally fixed now, thanks. Now to deal with the other hundred bugs in this thing. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
change_outdoor_location in Blades of Avernum | |
Apprentice
Member # 4486
|
written Wednesday, June 9 2004 08:13
Profile
Homepage
Oh, I see what you mean. It's totally fixed now, thanks. Now to deal with the other hundred bugs in this thing. Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
change_outdoor_location in Blades of Avernum Editor | |
Apprentice
Member # 4486
|
written Wednesday, June 9 2004 01:50
Profile
Homepage
Well I *would* use the town details thing but that only allows placement within the outdoors sector you've placed the town in. Or is there some tricky way of putting it in another sector? Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
change_outdoor_location in Blades of Avernum | |
Apprentice
Member # 4486
|
written Wednesday, June 9 2004 01:50
Profile
Homepage
Well I *would* use the town details thing but that only allows placement within the outdoors sector you've placed the town in. Or is there some tricky way of putting it in another sector? Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
change_outdoor_location in Blades of Avernum Editor | |
Apprentice
Member # 4486
|
written Tuesday, June 8 2004 12:39
Profile
Homepage
So here's the situation: There's a town, let's call it "town 0", that I want to be connected to the surface AND the underworld. Just like fort Emergence in A3. So I plop down a special encounter in town, refer it to state 12 in the town script and in said state I write this: beginstate 12; change_outdoor_location(2,0,25,7); break; To me this looks like it should put the party in (25,7) in section (2,0). To me this makes sense. But something's obviously going wrong because no matter which what_section_x, what_section_y, loc_in_sector_x, and loc_in_sector_y I give it it always sends the party to (29,31) in whatever (what_section_x,what_section_y) I've supplied. Have I misunderstood the function of change_outdoor_location or are there more sinister forces at work here? [ Tuesday, June 08, 2004 12:41: Message edited by: Shanty ] Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |
change_outdoor_location in Blades of Avernum | |
Apprentice
Member # 4486
|
written Tuesday, June 8 2004 12:39
Profile
Homepage
So here's the situation: There's a town, let's call it "town 0", that I want to be connected to the surface AND the underworld. Just like fort Emergence in A3. So I plop down a special encounter in town, refer it to state 12 in the town script and in said state I write this: beginstate 12; change_outdoor_location(2,0,25,7); break; To me this looks like it should put the party in (25,7) in section (2,0). To me this makes sense. But something's obviously going wrong because no matter which what_section_x, what_section_y, loc_in_sector_x, and loc_in_sector_y I give it it always sends the party to (29,31) in whatever (what_section_x,what_section_y) I've supplied. Have I misunderstood the function of change_outdoor_location or are there more sinister forces at work here? [ Tuesday, June 08, 2004 12:41: Message edited by: Shanty ] Posts: 8 | Registered: Tuesday, June 8 2004 07:00 |