Profile for Angarahad
Field | Value |
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Displayed name | Angarahad |
Member number | 5821 |
Title | Apprentice |
Postcount | 10 |
Homepage | |
Registered | Tuesday, May 17 2005 07:00 |
Recent posts
Author | Recent posts |
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possible bug? in Avernum 4 | |
Apprentice
Member # 5821
|
written Friday, March 10 2006 02:15
Profile
I don't know if anyone else has noticed this, but at some point around fort draco and the haunted mines i start getting an error message saying "dialogue error - script broken or absent". Also, when I try to reload games saved in that area I get another message saying "box.txt script failure - invalid identifier open_container in line 21". I tried reinstalling the game but it doesn't seem to have done anything. Any ideas? Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
It's the A2Template! in Blades of Avernum Editor | |
Apprentice
Member # 5821
|
written Tuesday, November 1 2005 05:57
Profile
I was thinking of doing something in that area/time myself but i just don't have the time or patience to build it all myself. it's be great if you could send me a copy. my email is gwn2 (at) kent (dot) ac (dot) uk cheers Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
It's the A2Template! in Blades of Avernum | |
Apprentice
Member # 5821
|
written Tuesday, November 1 2005 05:57
Profile
I was thinking of doing something in that area/time myself but i just don't have the time or patience to build it all myself. it's be great if you could send me a copy. my email is gwn2 (at) kent (dot) ac (dot) uk cheers Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
Outdoor encounters in Blades of Avernum Editor | |
Apprentice
Member # 5821
|
written Monday, August 29 2005 07:09
Profile
Hey there Can someone please explain to me how to make outdoor encounters? I've tried the editor docs, looking at existing scenarios and just about everywhere on this website and I can't find any simple step by step instructions anywhere. Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
Outdoor encounters in Blades of Avernum | |
Apprentice
Member # 5821
|
written Monday, August 29 2005 07:09
Profile
Hey there Can someone please explain to me how to make outdoor encounters? I've tried the editor docs, looking at existing scenarios and just about everywhere on this website and I can't find any simple step by step instructions anywhere. Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
checking for dead characters in Blades of Avernum Editor | |
Apprentice
Member # 5821
|
written Saturday, May 28 2005 12:21
Profile
yeah, deduct_ap does work in the scenario script. problem solved. thanks Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
checking for dead characters in Blades of Avernum | |
Apprentice
Member # 5821
|
written Saturday, May 28 2005 12:21
Profile
yeah, deduct_ap does work in the scenario script. problem solved. thanks Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
checking for dead characters in Blades of Avernum Editor | |
Apprentice
Member # 5821
|
written Saturday, May 28 2005 07:19
Profile
according to the docs deduct_ap only works in a creature script. i'm looking for something to go in the scenario script state that operates the item. i tried char_ok but the game came up with Inappropriate Command Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
checking for dead characters in Blades of Avernum | |
Apprentice
Member # 5821
|
written Saturday, May 28 2005 07:19
Profile
according to the docs deduct_ap only works in a creature script. i'm looking for something to go in the scenario script state that operates the item. i tried char_ok but the game came up with Inappropriate Command Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
checking for dead characters in Blades of Avernum Editor | |
Apprentice
Member # 5821
|
written Saturday, May 28 2005 06:47
Profile
I've made a series of special items that when used run a scenario script state that checks for hostiles within a certain distance and damages them in a certain way. These work fine except that it is possible to use more than one during a combat round. when the second one is used it acts as if characters killed by the first item are still in their places. Can anyone tell me if there's a way of either A. getting the script to check if a character is alive or not before trying to attack it (i tried char_status and char_ok but it came up with an inappropriate command error) or B. ending the round after the item has been used thanks Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
checking for dead characters in Blades of Avernum | |
Apprentice
Member # 5821
|
written Saturday, May 28 2005 06:47
Profile
I've made a series of special items that when used run a scenario script state that checks for hostiles within a certain distance and damages them in a certain way. These work fine except that it is possible to use more than one during a combat round. when the second one is used it acts as if characters killed by the first item are still in their places. Can anyone tell me if there's a way of either A. getting the script to check if a character is alive or not before trying to attack it (i tried char_status and char_ok but it came up with an inappropriate command error) or B. ending the round after the item has been used thanks Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
distance targeting for custom items in Blades of Avernum Editor | |
Apprentice
Member # 5821
|
written Tuesday, May 17 2005 08:12
Profile
that is absolutely perfect. thanks! Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
distance targeting for custom items in Blades of Avernum | |
Apprentice
Member # 5821
|
written Tuesday, May 17 2005 08:12
Profile
that is absolutely perfect. thanks! Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
distance targeting for custom items in Blades of Avernum Editor | |
Apprentice
Member # 5821
|
written Tuesday, May 17 2005 05:00
Profile
Yeah, i had a look at the special spells in Canopy but ones like tetra-disaster affect all visible enemies. I want to know if it's possible to only hit enemies within, say, 8 spaces of the user. Sorry, I probably didn't explain very well in the first place. Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
distance targeting for custom items in Blades of Avernum | |
Apprentice
Member # 5821
|
written Tuesday, May 17 2005 05:00
Profile
Yeah, i had a look at the special spells in Canopy but ones like tetra-disaster affect all visible enemies. I want to know if it's possible to only hit enemies within, say, 8 spaces of the user. Sorry, I probably didn't explain very well in the first place. Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
distance targeting for custom items in Blades of Avernum Editor | |
Apprentice
Member # 5821
|
written Tuesday, May 17 2005 03:38
Profile
Addendum to previous post: I am NOT good at programming and I don't get technical jargon. Please reply with straightforward answers. Some actual examples would also be helpful (and will get you a mention in the credits if ever finish this thing) thanks Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
distance targeting for custom items in Blades of Avernum | |
Apprentice
Member # 5821
|
written Tuesday, May 17 2005 03:38
Profile
Addendum to previous post: I am NOT good at programming and I don't get technical jargon. Please reply with straightforward answers. Some actual examples would also be helpful (and will get you a mention in the credits if ever finish this thing) thanks Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
distance targeting for custom items in Blades of Avernum Editor | |
Apprentice
Member # 5821
|
written Tuesday, May 17 2005 03:22
Profile
I've got this problem: I want to make some custom items that use states in the scenario script to damage all hostiles within a certain distance from the user. I looked in the appendix but the calls all seem to be for selecting a specific target. Anyone have any ideas? Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |
distance targeting for custom items in Blades of Avernum | |
Apprentice
Member # 5821
|
written Tuesday, May 17 2005 03:22
Profile
I've got this problem: I want to make some custom items that use states in the scenario script to damage all hostiles within a certain distance from the user. I looked in the appendix but the calls all seem to be for selecting a specific target. Anyone have any ideas? Posts: 10 | Registered: Tuesday, May 17 2005 07:00 |