Profile for The Arpeggiator
Field | Value |
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Displayed name | The Arpeggiator |
Member number | 5757 |
Title | Apprentice |
Postcount | 23 |
Homepage | http://www.freewebs.com/the_arpeggiator |
Registered | Tuesday, April 26 2005 07:00 |
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Scenarios in Development in Blades of Avernum | |
Apprentice
Member # 5757
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written Tuesday, April 26 2005 16:57
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quote:Really? I often put everything I can think of into one. -------------------- You have been arpeggiated! Posts: 23 | Registered: Tuesday, April 26 2005 07:00 |
Model Creature Script in Blades of Avernum Editor | |
Apprentice
Member # 5757
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written Tuesday, April 26 2005 16:49
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Okay. I'll go back in and do that state stuff. BTW, I just finished the creature move script portion(but, I've got to back and add the states). I never though of doing the states like that. Thanks for the tip. But don't worry, that won't take long to do. Hmm. I though I couldn't do #7, but I figured out a way. Although I'm fairly sure it would be inefficient. have the creature fidget chance at 100, but check to see if his distance is greater than the maximum distance away from start before each movement. if he is, then fidget chance will be at zero and he'll return to start. (this actually won't be what happens, because as soon as he gets back within the distance, he'll start fidgeting again, because if he is not out of the range, fidget chance will be set to 100 anyway-that will work too because he won't start outside the distance.) Does anyone have a more efficient way to do this (if there is)? If so, post a reply (and include the other way). You're still free to post your comments, though(even if you don't know how). :confused: wow, i really overuse parentheses (duh). -------------------- You have been arpeggiated! Posts: 23 | Registered: Tuesday, April 26 2005 07:00 |
Model Creature Script in Blades of Avernum | |
Apprentice
Member # 5757
|
written Tuesday, April 26 2005 16:49
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Okay. I'll go back in and do that state stuff. BTW, I just finished the creature move script portion(but, I've got to back and add the states). I never though of doing the states like that. Thanks for the tip. But don't worry, that won't take long to do. Hmm. I though I couldn't do #7, but I figured out a way. Although I'm fairly sure it would be inefficient. have the creature fidget chance at 100, but check to see if his distance is greater than the maximum distance away from start before each movement. if he is, then fidget chance will be at zero and he'll return to start. (this actually won't be what happens, because as soon as he gets back within the distance, he'll start fidgeting again, because if he is not out of the range, fidget chance will be set to 100 anyway-that will work too because he won't start outside the distance.) Does anyone have a more efficient way to do this (if there is)? If so, post a reply (and include the other way). You're still free to post your comments, though(even if you don't know how). :confused: wow, i really overuse parentheses (duh). -------------------- You have been arpeggiated! Posts: 23 | Registered: Tuesday, April 26 2005 07:00 |
Model Creature Script in Blades of Avernum Editor | |
Apprentice
Member # 5757
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written Tuesday, April 26 2005 14:55
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BTW, critical means less than 1/5 of maximum health. -------------------- You have been arpeggiated! Posts: 23 | Registered: Tuesday, April 26 2005 07:00 |
Model Creature Script in Blades of Avernum | |
Apprentice
Member # 5757
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written Tuesday, April 26 2005 14:55
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BTW, critical means less than 1/5 of maximum health. -------------------- You have been arpeggiated! Posts: 23 | Registered: Tuesday, April 26 2005 07:00 |
Model Creature Script in Blades of Avernum Editor | |
Apprentice
Member # 5757
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written Tuesday, April 26 2005 14:54
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I'm making a "Model Creature Script", which is basically a template you can use for custom character scripts or just insert into your scenario as a good creature script. I wrote out a list of memory cell values and their functions below, so I wouldn't forget them while I'm scripting. This script is going to be kind of long, because it handles multiple combat and movement possibilities, but ok. I'll post again once I finish it. Probably in May. I'm about 20% done, just so you know. // Memory Cell Values // Memory Cell 0: Creature Sight // Stores Creature Sight (See Cell 1 for Information) // Memory Cell 1: Creature Mobility // 0: Wander Randomly (Attacks enemy creatures if they come within sight) // 1: Don't Move (Does not move no matter what) // 2: Patrol (Moves to a waypoint and back to start and attacks enemy creatures if they come within sight and // then returns to the patrol route when they leave it's sight) // This won't cause the creature to move exactly to your waypoint, but within 1 space of it. // 3: Approach (Approaches party from start and attacks them if they come within sight) // 4: Gaurd (Waits at start and attacks party if they come within sight and returns if they leave it) // 5: Wait (Waits at start and attacks party if they come within sight) // 6: Scout (Approaches party from start and flees to a waypoint if they come within sight) // 7: Pace (Randomly moves to a location within a distance from start and doesn't attack) // Cell 2: Mobility Variable (What this does varies by the value of Cell 0) // 0: Does Nothing // 1: Does Nothing // 2: Waypoint to Patrol to // 3: Does Nothing // 4: Does Nothing // 5: Does Nothing // 6: Waypoint to Flee to // 7: Distance from Start // Cell 3: Creature Combat Type // 1: Kamikaze Soldier (Attacks any target and fights to the death) // 2: Soldier (Attacks any target and flees when critical) // 3: Coward Soldier (Attacks any target and flees when damaged or outnumbered) // 4: Kamikaze Support (Attacks a wounded target and fights to the death while maintaing a distance from the party) // 5: Support (Attacks a wounded target and flees when critical while maintaing a distance from the party) // 6: Coward Support (Attacks a wounded target and flees when damaged or when outnumbered while maintaing a // distance from the party ) // 7: Kamikaze Assassin (Attacks a heavily wounded target and fights to the death) // 8: Assassin (Attacks a heavily wounded target and flees when critical) // 9: Coward Assassin (Attacks a heavily wounded target and flees when damaged or when outnumbered) // 10: Mercenary (Attacks after being attacked at any target and flees when damaged or when outnumbered) // 11: Wizard (Casts mage spells at any target and flees when critical or when outnumbered) // 12: Support Wizard (Casts mage spells at a wounded target and flees when critical or when outnumbered while // maintaining a distance from the party) // 13: Coward Wizard (Casts mage spells at a wounded target and flees when damaged or when outnumbered // while maintaining a distance from the party) // 14: Healer (Casts priest spells at friends and flees when critical or when outnumbered) // 15: Support Healer (Casts priest spells at friends and flees when critical or when outnumbered while // maintaining a distance from the party) // 16: Coward Healer (Casts priest spells at friends and flees when critical or when outnumbered while maintaining // a distance from the party) // 17: Boss (Attacks any target and fights to the death, broadcasts a message when killed) // 18: Boss Minion (Attacks a wounded target and fights to death while the boss is still alive, otherwise it // disappears) // Cell 4: Combat Variable (What this does varies by the value of Cell 2) // 1: Does Nothing // 2: Does Nothing // 3: Does Nothing // 4: Distance to Maintain // 5: Distance to Maintain // 6: Distance to Maintain // 7: Does Nothing // 8: Does Nothing // 9: Does Nothing // 10: Does Nothing // 11: Does Nothing // 12: Distance to Maintain // 13: Distance to Maintain // 14: Does Nothing // 15: Distance to Maintain // 16: Distance to Maintain // 17: Does Nothing // 18: Boss Character Number // Cell 5: Talk Node // The node to select if you choose to talk to the creature. // 0 : "Talking: Does Not Respond" // Cell 6: Kill Effect Column // The column of the SDF to set to done when the creature is killed. // Cell 7: Kill Effect Row // The row of the SDF to set to done when the creature is killed. // Cell 8: Flee Distance // Distance to flee. By the way, I'm too lazy to uncomment this stuff. So, I hope you don't have a problem. Just a note, but support refers to using missile weapons (I should have called it Archer), since they maintain a certain distance away from the nearest party member. It's also in my script. -------------------- You have been arpeggiated! Posts: 23 | Registered: Tuesday, April 26 2005 07:00 |
Model Creature Script in Blades of Avernum | |
Apprentice
Member # 5757
|
written Tuesday, April 26 2005 14:54
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I'm making a "Model Creature Script", which is basically a template you can use for custom character scripts or just insert into your scenario as a good creature script. I wrote out a list of memory cell values and their functions below, so I wouldn't forget them while I'm scripting. This script is going to be kind of long, because it handles multiple combat and movement possibilities, but ok. I'll post again once I finish it. Probably in May. I'm about 20% done, just so you know. // Memory Cell Values // Memory Cell 0: Creature Sight // Stores Creature Sight (See Cell 1 for Information) // Memory Cell 1: Creature Mobility // 0: Wander Randomly (Attacks enemy creatures if they come within sight) // 1: Don't Move (Does not move no matter what) // 2: Patrol (Moves to a waypoint and back to start and attacks enemy creatures if they come within sight and // then returns to the patrol route when they leave it's sight) // This won't cause the creature to move exactly to your waypoint, but within 1 space of it. // 3: Approach (Approaches party from start and attacks them if they come within sight) // 4: Gaurd (Waits at start and attacks party if they come within sight and returns if they leave it) // 5: Wait (Waits at start and attacks party if they come within sight) // 6: Scout (Approaches party from start and flees to a waypoint if they come within sight) // 7: Pace (Randomly moves to a location within a distance from start and doesn't attack) // Cell 2: Mobility Variable (What this does varies by the value of Cell 0) // 0: Does Nothing // 1: Does Nothing // 2: Waypoint to Patrol to // 3: Does Nothing // 4: Does Nothing // 5: Does Nothing // 6: Waypoint to Flee to // 7: Distance from Start // Cell 3: Creature Combat Type // 1: Kamikaze Soldier (Attacks any target and fights to the death) // 2: Soldier (Attacks any target and flees when critical) // 3: Coward Soldier (Attacks any target and flees when damaged or outnumbered) // 4: Kamikaze Support (Attacks a wounded target and fights to the death while maintaing a distance from the party) // 5: Support (Attacks a wounded target and flees when critical while maintaing a distance from the party) // 6: Coward Support (Attacks a wounded target and flees when damaged or when outnumbered while maintaing a // distance from the party ) // 7: Kamikaze Assassin (Attacks a heavily wounded target and fights to the death) // 8: Assassin (Attacks a heavily wounded target and flees when critical) // 9: Coward Assassin (Attacks a heavily wounded target and flees when damaged or when outnumbered) // 10: Mercenary (Attacks after being attacked at any target and flees when damaged or when outnumbered) // 11: Wizard (Casts mage spells at any target and flees when critical or when outnumbered) // 12: Support Wizard (Casts mage spells at a wounded target and flees when critical or when outnumbered while // maintaining a distance from the party) // 13: Coward Wizard (Casts mage spells at a wounded target and flees when damaged or when outnumbered // while maintaining a distance from the party) // 14: Healer (Casts priest spells at friends and flees when critical or when outnumbered) // 15: Support Healer (Casts priest spells at friends and flees when critical or when outnumbered while // maintaining a distance from the party) // 16: Coward Healer (Casts priest spells at friends and flees when critical or when outnumbered while maintaining // a distance from the party) // 17: Boss (Attacks any target and fights to the death, broadcasts a message when killed) // 18: Boss Minion (Attacks a wounded target and fights to death while the boss is still alive, otherwise it // disappears) // Cell 4: Combat Variable (What this does varies by the value of Cell 2) // 1: Does Nothing // 2: Does Nothing // 3: Does Nothing // 4: Distance to Maintain // 5: Distance to Maintain // 6: Distance to Maintain // 7: Does Nothing // 8: Does Nothing // 9: Does Nothing // 10: Does Nothing // 11: Does Nothing // 12: Distance to Maintain // 13: Distance to Maintain // 14: Does Nothing // 15: Distance to Maintain // 16: Distance to Maintain // 17: Does Nothing // 18: Boss Character Number // Cell 5: Talk Node // The node to select if you choose to talk to the creature. // 0 : "Talking: Does Not Respond" // Cell 6: Kill Effect Column // The column of the SDF to set to done when the creature is killed. // Cell 7: Kill Effect Row // The row of the SDF to set to done when the creature is killed. // Cell 8: Flee Distance // Distance to flee. By the way, I'm too lazy to uncomment this stuff. So, I hope you don't have a problem. Just a note, but support refers to using missile weapons (I should have called it Archer), since they maintain a certain distance away from the nearest party member. It's also in my script. -------------------- You have been arpeggiated! Posts: 23 | Registered: Tuesday, April 26 2005 07:00 |
post-canopy badness in Blades of Avernum | |
Apprentice
Member # 5757
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written Tuesday, April 26 2005 14:45
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About that adlecehatrauge (or whatever it is) question, I imagine you could remove it by using take_items_of_class (replace with actual code, because im too lazy to look it up right now), if adlecheatrauge is of a special class. If you obtain the item script for it, I imagine you could check to see if it was assigned a special class. But really, I wouldn't worry about people cheating in your scenarios. The only people that are having less fun are the cheaters. ;) -------------------- You have been arpeggiated! Posts: 23 | Registered: Tuesday, April 26 2005 07:00 |
Scenarios in Development in Blades of Avernum | |
Apprentice
Member # 5757
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written Tuesday, April 26 2005 14:39
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I'm working on "Chronicle". I'm entering it in the scenario contest, so it should be completed soon. :) It's about a mysterious book (oh boy!). But there's a ton of dungeons I've already mapped out on paper, I just have to put in the editor. BTW, It's not linear at all. Also, I'm working on a model creature script (see BoA Editor Forum) for the scenario, but also for general use. [ Tuesday, April 26, 2005 17:34: Message edited by: The Arpeggiator ] -------------------- You have been arpeggiated! Posts: 23 | Registered: Tuesday, April 26 2005 07:00 |