Profile for Old MikeS


Recent posts

Pages

AuthorRecent posts
Much Needed Update in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #8
Mystery Manor is really at version 1.0.1. You do have the latest version posted on the site. I thought I'd sent another message about the updated version, but can't be sure (too many classes for work recently, can't be sure of anything anymore).
Thank you for the site update.
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
New scenario / Update to another in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #0
I've put a couple of small fixes into Amnesia (actually, a few months ago). Version 1.0.1 is available here:
Amnesia (win version)

I also finished another scenario (well actually, also a couple of months ago). It's available here:
Mystery Manor (win version)
It's another puzzle-ish scenario based in a single house. It's at version 1.0.1 (fixed a couple of things last week).

These have been submitted to the various sites, so once they show up somewhere, these links will no longer be available.
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
Amnesia: the garbageman in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #13
quote:
By the way, are you (Old MikeS) the creator of this scenario?
Yes
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
Amnesia: the garbageman in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #4
There are actually 7 riddles for the end game, with 3 of them randomly selected and ordered at the start. The riddles, along with the answers, are located in apollyon.txt (states 17 - 23) if you get really stuck.
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
How about new BoA scenarios? in Blades of Avernum Editor
Apprentice
Member # 5294
Profile Homepage #27
I'll probably release the scenario I'm working on also (Amnesia). Don't know when (got most of the town/city laid out, won't have any outdoors), but it took me almost 3 weeks to get some custom graphics created/finished. Still need to populate, setup dialog and flesh out the plot.
Similar to what Nikki x has planned, it will have no combat (the coding for that is finished - I take away all equipment/magic at the start, give it back when you finish). I'm leaning at a March/April time frame, depending on how often I can work on it between work and family.
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
Cresent Valley help in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #6
With version 1.0.3, the code actually does a random role from 1 to parties will power + parties luck and if less than 5, set the succumbing flag. This was an attempt to make it better (easier) for singletons (or less than 4 character parties). I thought SW had the latest version, but you never know. Let me know if you don't have 1.0.3.
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
New scenario to beta in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #18
Curious. Never seen that. Makes me wonder if there is a problem with the call 'item_type_in_slot'. Only time the thief even starts to steal is if that call returns something > 0 - should be a number between 1 and 499 if there is an item in the slot selected. I may change the check to use > 0 and < 500 just to be sure. It could be that the slot got corrupted with a value > 499. Though that might prevent the thief from taking wands - I seem to recall the wand type as being > 499 based on the number of charges it had. Thanks for the feedback.
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
New scenario to beta in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #16
Sorry, no Blade Blade Cusinart', Murasama Blade, Lords Garb or some of the other items. I didn't map too many items from the original game - it took a while just to remap the monsters (somewhat) :( . Someday, when I have more time, might try to add in at least some of the more unique items.
To leave after defeating Werdna, there is a little room behind a secret door right outside of Werdna's lair. It has a teleportation floor in one corner that takes you back to the first level by the ladder (similar to the other teleportation floors on the level).
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
New scenario to beta in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #7
Thanks for the tips and suggestions. I'm assuming no one has had an unhandled exception getting into the maze?
For those looking for it, a link to download is in the first message.
As far as the remake, I was more interested in trying to see if BOA could be stretched/molded to other game engines. I myself, always enjoyed wizardry (mine was KOD in the computer lab, trying not to get kicked out since those machines were for serious study). Some things are weak in BOA world (wrapping levels seems to want to put players where-ever - level 3 is the worst), no real light control, overhead map meant spinners were useless/un-needed, teleportation traps not all that scary. But, had fun creating the thief, regeneration and balancing code so all was not in vain - which is half the enjoyment of BOA (actually creating something).
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
New scenario to beta in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #0
I've been sitting on this one for a few months while trying to work out an issue with one of the testors. This is my promised remake of Wiz I (for those old enough to remember the game from A-II days). I'd like to get a few more people trying it out to see if there's a widespread issue or just this guy's PC. It's available from here: Proving Grounds
Don't have a MAC so it's just in PC format, but anyone who wants to try it is welcome. Basically it has been tossing an exception when this one guy tries to go into the dungeon. I've never been able to duplicate the problem so I've just stabbed at what the issue might be. Assuming no one else has problems, I plan to send this on to SW for posting (it won't be available after that point from my webspace).

[Edit] As of 2005-11-08, submitted to SW. As soon as I see it available, the link above will be disabled. The newest version has a fix for the wrapping problems on level 3 and have added additional items from the original.

[ Sunday, November 13, 2005 02:24: Message edited by: MikeS ]
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
A few questions: in Blades of Avernum Editor
Apprentice
Member # 5294
Profile Homepage #3
For (1) - I've used this (CV has something like it also - this is from what I've currently been working on):
beginstate 13;
// balance the monsters on this level to party (max) level
// x = dungeon level
// do this one time only (first time entering a level/regenerating a level)...
set_flag(x, 27, 1);
// get max party level
i = 0;
lvl = 0;
while (i < 4) {
if (char_ok(i) == TRUE) {
e = get_level(i);
if (e > lvl) {
lvl = e;
}
}
i = i + 1;
}
// check max level monster levels in dungeon...
i = bg;
while (i < en) {
if (char_ok(i) == TRUE) {
e = get_level(i);
if (lvl > e) {
tt = lvl - e;
// monster level = cur lvl + 0..delta + [1-9]
mlvl = e + get_ran(1, 0, tt) + x;
if (mlvl <= 100)
set_level(i, mlvl);
else
set_level(i, 100);
}
}
i = i + 1;
}
break;
In the above, bg and en are the monster number ranges set elsewhere prior to state 13 being called. The code above tries to set all monsters to parties level + some. I've been thinking of a different formula for this because the current one really makes the monsters extemely tough (almost unbeatable). Of course the above doesn't change the monster level if the level is greater than the parties level.
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
A few questions: in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #3
For (1) - I've used this (CV has something like it also - this is from what I've currently been working on):
beginstate 13;
// balance the monsters on this level to party (max) level
// x = dungeon level
// do this one time only (first time entering a level/regenerating a level)...
set_flag(x, 27, 1);
// get max party level
i = 0;
lvl = 0;
while (i < 4) {
if (char_ok(i) == TRUE) {
e = get_level(i);
if (e > lvl) {
lvl = e;
}
}
i = i + 1;
}
// check max level monster levels in dungeon...
i = bg;
while (i < en) {
if (char_ok(i) == TRUE) {
e = get_level(i);
if (lvl > e) {
tt = lvl - e;
// monster level = cur lvl + 0..delta + [1-9]
mlvl = e + get_ran(1, 0, tt) + x;
if (mlvl <= 100)
set_level(i, mlvl);
else
set_level(i, 100);
}
}
i = i + 1;
}
break;
In the above, bg and en are the monster number ranges set elsewhere prior to state 13 being called. The code above tries to set all monsters to parties level + some. I've been thinking of a different formula for this because the current one really makes the monsters extemely tough (almost unbeatable). Of course the above doesn't change the monster level if the level is greater than the parties level.
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
Error in Cresent Valley in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #3
There's a good possibility that the crash is caused by the 'clear_town' call called when the leader is killed. I have a new version that replaces the clear_town with other coding, but have been busy with other things so haven't had a chance to send it to SW yet. Give me a couple of days to package it up and I'll get it to SW. Hopefully, this will solve it for people who do get the exception, I have not been able to duplicate this problem on my Windows setup, so at best, it's a stab in the dark.
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
Scenarios in Development in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #120
In case someone was keeping track, I've finished the Proving Grounds scenario (back towards the end of May). Unfortunately, one of the testors started getting a 'unhandled exception' so I've been trying to figure out the problem (not everyone gets it). I'm looking at the graphics I pulled off of the Louvre and at the conversion tool to get into Windows bmp format. This goes slow...
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
Theres a script error in Cresent Valley in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #4
Hmmmm. I'll take a look at clear_town() within the creature script. I guess, if that ends up being the culprit, I can loop through and 'erase' each of the surviving creatures once the leader is dead - hopefully that will not have the same effect for some people.

EDIT: Could this be caused by a particular version (I'm running Win 1.0.3 and don't get the error however I try to kill the guy)? I seem to recall having some issues with 1.0.2.

Mike

[ Saturday, April 30, 2005 02:55: Message edited by: MikeS ]
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
Scenarios in Development in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #47
I'm about 85-90% done with a new scenario. It's a remake of Wizardry 1. It'll probably be a couple of months before it's ready for release though, but it might be sooner. Everything is done except for Level 10 monster generators and the monster regeneration code for each level (after killing off the set encounters).

Mike
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
thief script complete in Blades of Avernum Editor
Apprentice
Member # 5294
Profile Homepage #0
Just in case people were wondering, I completed the thief creature script with some help from here. Since the prior question contained an unworking script, I've included the completed, fixed one here. Nothing like being in fight with someone and have your sword swipped :) .
// thief.txt v1.0
// M. G. Slack - 2005
// (slack at attglobal . net)
// - based off of basicnpc
// A very simple, naive text. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home.
// In addition, will occasionally, based on level, will attempt to steal a
// random object from the character fighting. If successful, will then
// teleport away or stay if cell 6 is set.
// POTENTIAL TODO - add counter to loop when determining where to teleport
// to, so endless loop not generated, user controllable?
// Memory Cells:
// Cell 0 - How creature moves.
// 0 - If 0, wander randomly.
// 1 - Stands still until a target appears.
// 2 - Completely immobile, even if target appears.
// Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this
// is killed, set to 1. (Example: If cell 1 is 3 and cell 2 is 5, when
// creature is killed, sets SDF(3,5) to 1.)
// Cell 3 - Dialogue node to start with if talked to. if left at 0, this
// character doesn't talk.
// Cell 4,5 - Coordinates of chest/spot to place stolen items at. If both
// left at zero, thief keeps item. Note, if not set, thief will not
// steal equipped items.
// Cell 6 - If set to 1 (non-zero), thief won't teleport away. Logically
// does not make sense to set 4,5 and 6 - how can the thief put items in
// a cache if he doesn't go anywhere?

begincreaturescript;

variables;

short i, itm, slt, st, x, y, fl, tr, target;

body;

beginstate INIT_STATE;
if (get_memory_cell(0) == 2)
set_mobility(ME, 0);
break;

beginstate DEAD_STATE;
// Set the appropriate stuff done flag for this character being dead
if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
set_flag(get_memory_cell(1), get_memory_cell(2), 1);
break;

beginstate START_STATE;
// if I have a target for some reason, go attack it
if (target_ok()) {
if (dist_to_char(get_target()) <= 16)
set_state(3);
else set_target(ME, -1);
}

// Look for a target, attack it if visible
if (select_target(ME, 8, 0)) {
do_attack();
set_state(3);
}

// Have I been hit? Strike back!
if (who_hit_me() >= 0) {
set_target(ME, who_hit_me());
do_attack();
set_state(3);
}

// Otherwise, just peacefully move around. Go back to start, if I'm too far
// from where I started.
if ((my_dist_from_start() >= 6) || ((my_dist_from_start() > 0) && (get_memory_cell(0) > 0))) {
if (get_ran(1, 1, 100) < 40)
return_to_start(ME, 1);
}
else if (get_memory_cell(0) == 0) {
fidget(ME, 25);
}

// if we're in combat and the above didn't give me anything to do, just
// stop now. Otherwise, game will keep running script, and that eats up CPU time.
if (am_i_doing_action() == FALSE)
end_combat_turn();
break;

beginstate 3; // attacking
if (target_ok() == FALSE) {
set_state(START_STATE);
}
// try to steal?
if (get_ran(1, 0, 100) <= get_level(my_number())) {
set_state_continue(10);
}
else {
do_attack();
}
break;

beginstate TALKING_STATE;
if (get_memory_cell(3) == 0) {
print_str("Talking: It doesn't respond.");
end();
}
begin_talk_mode(get_memory_cell(3));
break;

beginstate 10;
// steal something?
// print_str("Start of steal.");
i = get_target();
// print_big_str("Target = ", i, "");
if ((get_memory_cell(4) == 0) && (get_memory_cell(5) == 0)) {
st = 13;
}
else {
st = 0;
}
slt = get_ran(1, st, 39);
// print_big_str("Slot = ", slt, "");
itm = item_type_in_slot(i, slt);
if (itm > 0) {
// steal it and go...
// print_big_str("Good item = ", itm, "");
if (st > 0) {
// char_take_item(i, itm);
destroy_char_item(i, slt);
char_give_item(my_number(), itm);
}
else {
take_item_char_item(i, slt, get_memory_cell(4), get_memory_cell(5));
}
if (get_memory_cell(6) == 0) {
// print_str("Getting ready to leave.");
set_state_continue(11);
}
else {
end_combat_turn();
set_state(3);
}
}
else {
do_attack();
set_state(3);
}
break;

beginstate 11;
// teleport away (get random location (not blocked) and go)
print_str_color("The thief takes an item and slips away.", 4);
i = current_town_size();
if (i == 0)
st = 63;
else if (i == 1)
st = 47;
else
st = 31;
i = 0;
while (i == 0) {
x = get_ran(1, 0, st);
y = get_ran(1, 0, st);
// check x and y
fl = get_floor(x, y);
tr = get_terrain(x, y);
if ((((fl >= 0) && (fl <= 22)) || ((fl >= 37) && (fl <= 56)) ||
((fl >= 72) && (fl <= 78)) || ((fl >= 81) && (fl <= 91)) ||
((fl >= 95) && (fl <= 123))) &&
((tr == 0) || ((tr >= 2) && (tr <= 121)) || ((tr >= 137) && (tr <= 146)) ||
((tr >= 155) && (tr <= 165))) &&
(is_blocked(x, y) == FALSE)) {
i = 1;
}
// slip to location
if (i == 1) {
relocate_character(my_number(), x, y);
}
}
// print_big_str("New x = ", x, "");
// print_big_str("New y = ", y, "");
end_combat_turn();
set_target(ME, -1);
set_char_alert(my_number(), 0);
set_state(START_STATE);
break;
Let me know if you find something that doesn't work.

Mike
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
thief script complete in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #0
Just in case people were wondering, I completed the thief creature script with some help from here. Since the prior question contained an unworking script, I've included the completed, fixed one here. Nothing like being in fight with someone and have your sword swipped :) .
// thief.txt v1.0
// M. G. Slack - 2005
// (slack at attglobal . net)
// - based off of basicnpc
// A very simple, naive text. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home.
// In addition, will occasionally, based on level, will attempt to steal a
// random object from the character fighting. If successful, will then
// teleport away or stay if cell 6 is set.
// POTENTIAL TODO - add counter to loop when determining where to teleport
// to, so endless loop not generated, user controllable?
// Memory Cells:
// Cell 0 - How creature moves.
// 0 - If 0, wander randomly.
// 1 - Stands still until a target appears.
// 2 - Completely immobile, even if target appears.
// Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this
// is killed, set to 1. (Example: If cell 1 is 3 and cell 2 is 5, when
// creature is killed, sets SDF(3,5) to 1.)
// Cell 3 - Dialogue node to start with if talked to. if left at 0, this
// character doesn't talk.
// Cell 4,5 - Coordinates of chest/spot to place stolen items at. If both
// left at zero, thief keeps item. Note, if not set, thief will not
// steal equipped items.
// Cell 6 - If set to 1 (non-zero), thief won't teleport away. Logically
// does not make sense to set 4,5 and 6 - how can the thief put items in
// a cache if he doesn't go anywhere?

begincreaturescript;

variables;

short i, itm, slt, st, x, y, fl, tr, target;

body;

beginstate INIT_STATE;
if (get_memory_cell(0) == 2)
set_mobility(ME, 0);
break;

beginstate DEAD_STATE;
// Set the appropriate stuff done flag for this character being dead
if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
set_flag(get_memory_cell(1), get_memory_cell(2), 1);
break;

beginstate START_STATE;
// if I have a target for some reason, go attack it
if (target_ok()) {
if (dist_to_char(get_target()) <= 16)
set_state(3);
else set_target(ME, -1);
}

// Look for a target, attack it if visible
if (select_target(ME, 8, 0)) {
do_attack();
set_state(3);
}

// Have I been hit? Strike back!
if (who_hit_me() >= 0) {
set_target(ME, who_hit_me());
do_attack();
set_state(3);
}

// Otherwise, just peacefully move around. Go back to start, if I'm too far
// from where I started.
if ((my_dist_from_start() >= 6) || ((my_dist_from_start() > 0) && (get_memory_cell(0) > 0))) {
if (get_ran(1, 1, 100) < 40)
return_to_start(ME, 1);
}
else if (get_memory_cell(0) == 0) {
fidget(ME, 25);
}

// if we're in combat and the above didn't give me anything to do, just
// stop now. Otherwise, game will keep running script, and that eats up CPU time.
if (am_i_doing_action() == FALSE)
end_combat_turn();
break;

beginstate 3; // attacking
if (target_ok() == FALSE) {
set_state(START_STATE);
}
// try to steal?
if (get_ran(1, 0, 100) <= get_level(my_number())) {
set_state_continue(10);
}
else {
do_attack();
}
break;

beginstate TALKING_STATE;
if (get_memory_cell(3) == 0) {
print_str("Talking: It doesn't respond.");
end();
}
begin_talk_mode(get_memory_cell(3));
break;

beginstate 10;
// steal something?
// print_str("Start of steal.");
i = get_target();
// print_big_str("Target = ", i, "");
if ((get_memory_cell(4) == 0) && (get_memory_cell(5) == 0)) {
st = 13;
}
else {
st = 0;
}
slt = get_ran(1, st, 39);
// print_big_str("Slot = ", slt, "");
itm = item_type_in_slot(i, slt);
if (itm > 0) {
// steal it and go...
// print_big_str("Good item = ", itm, "");
if (st > 0) {
// char_take_item(i, itm);
destroy_char_item(i, slt);
char_give_item(my_number(), itm);
}
else {
take_item_char_item(i, slt, get_memory_cell(4), get_memory_cell(5));
}
if (get_memory_cell(6) == 0) {
// print_str("Getting ready to leave.");
set_state_continue(11);
}
else {
end_combat_turn();
set_state(3);
}
}
else {
do_attack();
set_state(3);
}
break;

beginstate 11;
// teleport away (get random location (not blocked) and go)
print_str_color("The thief takes an item and slips away.", 4);
i = current_town_size();
if (i == 0)
st = 63;
else if (i == 1)
st = 47;
else
st = 31;
i = 0;
while (i == 0) {
x = get_ran(1, 0, st);
y = get_ran(1, 0, st);
// check x and y
fl = get_floor(x, y);
tr = get_terrain(x, y);
if ((((fl >= 0) && (fl <= 22)) || ((fl >= 37) && (fl <= 56)) ||
((fl >= 72) && (fl <= 78)) || ((fl >= 81) && (fl <= 91)) ||
((fl >= 95) && (fl <= 123))) &&
((tr == 0) || ((tr >= 2) && (tr <= 121)) || ((tr >= 137) && (tr <= 146)) ||
((tr >= 155) && (tr <= 165))) &&
(is_blocked(x, y) == FALSE)) {
i = 1;
}
// slip to location
if (i == 1) {
relocate_character(my_number(), x, y);
}
}
// print_big_str("New x = ", x, "");
// print_big_str("New y = ", y, "");
end_combat_turn();
set_target(ME, -1);
set_char_alert(my_number(), 0);
set_state(START_STATE);
break;
Let me know if you find something that doesn't work.

Mike
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
Crescent Valley in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #24
Thanks for the help Imban. I must've looked at that code several [dozen] times (gotta kick myself to read the function descriptions better). Got the horse stuff fixed also. Just about ready to post an update.

EDIT: Sent a new version (1.0.1) to SW today (4/23) with the horse and spell book fixes.

BTW, don't currently have a Mac, does someone know of a good Mac resource creator for Windows? Did a quick search and just found a resource reader program. It'd probably go up faster if I create a .SIT with the .ZIP to send to SW.

[ Saturday, April 23, 2005 02:14: Message edited by: MikeS ]
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
Crescent Valley in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #18
As far as the watchers tower goes (spoiler below):

You need to talk to the magic seller in Farthest (assuming you've done Mayor Clune's quest in Cresent Harbor), then talk to the weapon/armor seller in Farthest. Note, this just gets you a side quest you don't need to complete, unless you want/need demonslayer (which you will find out about during conversation in Farthest, again assuming you've done Mayor Clune's quest).
If you keep falling under the SD's spell, your parties 'will power' isn't high enough.
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
Crescent Valley in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #17
Thanks for the feedback. I'll try to get the issues with the horses fixed (must be a cowboy wanting to do everything on a horse :D ).
I need to check the spell book stuff again. I did notice one time my spell level raise to 7 and couldn't figure out how that happened. Need to look at that and not let it go above 3 (as I thought I had intended).
The other exception with the bandit leader, I'm not sure about. I'll see if I can spot something.

Mike

(Infamous BOE pirates scenario, what ever can you mean :cool: )
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
BUGS! in Blades of Avernum Editor
Apprentice
Member # 5294
Profile Homepage #25
Just as an aside, for Win v1.0.3 BOA, you can read outdoor and indoor signs again (I least I work where I didn't with 1.0.2). Hopefully this was fixed with the Mac release at the same time.

Mike
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
BUGS! in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #25
Just as an aside, for Win v1.0.3 BOA, you can read outdoor and indoor signs again (I least I work where I didn't with 1.0.2). Hopefully this was fixed with the Mac release at the same time.

Mike
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
Peculiar error? in Blades of Avernum Editor
Apprentice
Member # 5294
Profile Homepage #4
Thanks for hints. I'll see about using the destroy_char_item and the char_give_item combination to see if it will do what I need. BTW, the script posted has a slight error in the is_blocked call, I forgot the x,y params.
Declaring a string constant works fine, at least in the Windows BOA version. Hopefully (since it is documented in the ed ins), it works as well in the Mac version.

Mike
Posts: 30 | Registered: Wednesday, December 15 2004 08:00
Peculiar error? in Blades of Avernum
Apprentice
Member # 5294
Profile Homepage #4
Thanks for hints. I'll see about using the destroy_char_item and the char_give_item combination to see if it will do what I need. BTW, the script posted has a slight error in the is_blocked call, I forgot the x,y params.
Declaring a string constant works fine, at least in the Windows BOA version. Hopefully (since it is documented in the ed ins), it works as well in the Mac version.

Mike
Posts: 30 | Registered: Wednesday, December 15 2004 08:00

Pages