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She won't move! in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #1
Giving a character 0 mobility makes a character completely immobile, even if it's called in a town state, even if it's used on PC's and joined NPCs (that's right). They cannot move. End of story. However, you can put a set_mobility() call in the town state so the character can start moving, and then take away her mobility when she gets to the spot.

I would handle this by hidden groups, because NPCs can't open doors. Basically you'd have to have either no door, a curtain, or multiple waypoints, one in front of the door, that would flip the terrain open when she gets there (Not fun at all)

Edit: Setting the merchant's memory cell to 1 should fix the mobility problem, although the doors will still mess her up.

[ Monday, April 09, 2007 11:36: Message edited by: The Gators Win it All....... Again ]

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Calling one town state from another in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #6
The limit on states is much higher than 90. I was just testing it, and got it to call state 1000. I'm not sure what the real limit is; I stopped testing when I decided that running out of states is about impossible.

[ Monday, April 09, 2007 11:03: Message edited by: The Gators Win it All....... Again ]

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Posts: 900 | Registered: Monday, August 8 2005 07:00
1/10 Contest - What we have... in Blades of Avernum
Lifecrafter
Member # 6193
Profile Homepage #8
You e-mail the finished scenario, or a link to the download for the finished scenario, to Bain. The address is.... well I don't remember, but it's in one of the other threads.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Avernumscript Editor in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #4
Apparently I'll never see this program, but I'll weigh in anyhow.

When you asked what features would be nice, the first thing I started thinking about were pieces of code that I often copy and paste while I'm writing a script. What I came up with are.

-force_instant_terrain_redraw() / pause(): which is used in about every frame of a cutscene, so could be nice.
-dialog boxes: especially add_dialog_choice("OK") and choice = run_dialog(1), but an entire box with empty strings would be even better.
-You said basic loops, how about a basic rectangle call? You could ask what variable you want for x and y, and the limits of x and y, then insert the appropriate loops.

I'm going to start scripting right now, I'll get back to you if anything else hits me. :P

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Canapy in Blades of Avernum
Lifecrafter
Member # 6193
Profile Homepage #1
You are correct in that assumption. You need to blast down that wall, I think all you have to do is find the explosives.

(The explosives are in the southwest of the lower level. They look like kegs, search them)

Edit: No, wait, you don't take the explosives to the wall with the sign on it. You take it upstairs to the raised sacrificing platform, and use it to blow up the pillar there. THEN you can get to the emblem in the underground area. (There are stairs by the evil altar in the underground area)

[ Sunday, April 08, 2007 19:57: Message edited by: The Gators Win it All....... Again ]

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Posts: 900 | Registered: Monday, August 8 2005 07:00
A3: What special metal does Carmine needs? in The Avernum Trilogy
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Member # 6193
Profile Homepage #6
It's two handed, so getting three of them isn't really useful. :D

I mean the most you'd have is three warriors, and that's assuming one of the three doubles as something else. At least one would use pole, so that one gets the Black Halberd. That leaves you with one or two warriors, and I'm pretty sure there was a better sword than the mithral sword.

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Prepare For Glory! in Blades of Avernum
Lifecrafter
Member # 6193
Profile Homepage #13
I imagine this would turn out a lot like Heirs to Theseus.

AKA, it would suck. :P

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Getting Down the Celtic Way in Nethergate
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Member # 6193
Profile Homepage #0
(Speculations about Celtic romantic leanings)

Bad Lazarus.

[ Sunday, April 08, 2007 17:26: Message edited by: Tyranicus ]

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Posts: 900 | Registered: Monday, August 8 2005 07:00
how do you defeat a doomguard?? in The Exile Trilogy
Lifecrafter
Member # 6193
Profile Homepage #5
Like was mentioned earlier, use your most powerful melee weapons and hope you get good rolls. I also like using wound so that my spell casters have something to do-- I seem to remember that doomguards are resistant to most things, and wound is an easy 15-20 damage per cast.

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A3: What special metal does Carmine needs? in The Avernum Trilogy
Lifecrafter
Member # 6193
Profile Homepage #4
Mithral broadswords were awesome in E3, but I remember being somewhat disappointed by them in A3. You can get at least one by just finding the lumps (don't have to sacrifice a quest reward), and one of the two quests that needs metal lumps has a pretty crappy reward, so you can get a second one there.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Frostbite problem in Blades of Avernum
Lifecrafter
Member # 6193
Profile Homepage #26
I'm on Windows, so I rely on others to make my CMGs. Ephesos made the CMG for FB, but I can't quite remember who made the one for Dilecia (Eph or TM) You'd have to ask them how they compressed them.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Frostbite problem in Blades of Avernum
Lifecrafter
Member # 6193
Profile Homepage #23
I think you'll find Frostbite much more enjoyable now that you can see it. :P

Is this a problem I should fix, or is it a fairly uncommon occurence? Do most CMGs come compressed as the one in FB, or are they in some other format that doesn't cause this problem?

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Surprises in General
Lifecrafter
Member # 6193
Profile Homepage #10
I would just like to thank..... Wait, I'm not a mod yet? What the hell is that all about?

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Posts: 900 | Registered: Monday, August 8 2005 07:00
outdoor terrain modification in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #12
I would ditch the set_state_continue() calls as well, since they're the only difference I see between your script and Ephesos'. And check for typos as well, because it definitely shouldn't start trashing your outdoors like that.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Items on locations in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #3
Remove the flag checks and put a print_str() in each of the item checks, just to see what the problem is. It looks like it should work, perhaps the flags are just messed up.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Help with party in Blades of Avernum
Lifecrafter
Member # 6193
Profile Homepage #2
I agree with what Thuryl said, my party make up is usually warrior, archer, priest, mage. Or warrior, warrior, archer/priest, mage/priest. As magic becomes gradually less useful, you can always lean on archery for your ranged damage.

It kind of depends on the scenario. In Vogel's scenario, where you know you're going to be slogging through dungeons, I find two fighters to be worthwhile. In a TM scenario or any scenario where you expect your enemies to be capable of quickly killing you, the extra casters are more useful.

Also, most of the character traits are about useless. I'll make my pole weapon fighter a slith (although this is more out of habit than anything else, it seems to work) and natural mage is a must for mages if you're going to be wearing armor. Fast on feet is decent, but after that there isn't much. You're better off giving disadvantages where you can afford them, you'll level up rapidly.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
A3 help? in The Avernum Trilogy
Lifecrafter
Member # 6193
Profile Homepage #3
Turn the difficulty down to easy and see if you can get past them. You can change it back once you're done.

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Echoes: Renegade: Profanus Pyre is an ******* in Blades of Avernum
Lifecrafter
Member # 6193
Profile Homepage #4
Use radiant shield and mass healing liberally. I think there's a tome with those spells somewhere in the Red Fortress.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
What's Wrong With My Dialogue? in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #8
Yes, I did. I hadn't known about it until I realised that all the intros in FB were screwed up. I'd set them in Dilecia, but I don't know why I'd bothered since I thought they had no purpose.

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Stairway Released! in Blades of Avernum
Lifecrafter
Member # 6193
Profile Homepage #15
Surrealism.

The point is to make you think. I personally enjoyed it, nice and trippy.

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What's Wrong With My Dialogue? in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #4
The docs say that personality is purely cosmetic, but actually it does serve a purpose. In windows BoA (my version at least) intro texts depend on the character's personality. So every character who uses an intro needs to have it's own personality (even different towns can't have the same one.) Apparently this isn't an issue on Macs, but you still should set personalitys so that windows players don't have this problem (Or at least so I don't have this problem. :D )

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Amnesia: the garbageman in Blades of Avernum
Lifecrafter
Member # 6193
Profile Homepage #16
quote:
Originally written by Spokesman of the Dead:

Hmm. No fighting. No long storyline. Nice idea, but go a bit farther with it.
Either you mean to completely remove the plot, which is a terrible idea and would result in basically crap, or you mean to make the short storyline longer, which would completely defeat the purpose of your comment.

Or maybe you just mean to make a better scenario, which is a comment I'd agree with.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Prevent party from leaving town in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #4
You're completely ignorant. :D

I did mean the town, and yes you can put them outside the town boundaries. Obviously it can only be one space outside, but so long as the player can't step outside the boundaries without triggering the special you're fine.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Prevent party from leaving town in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #1
Not without swapping the entire perimiter to an unpassable terrain.

It's not like it's a huge deal, just draw four special rectanges just outside the town's borders, they don't even have to be inside the town's boundaries.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
outdoor terrain modification in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #4
Apparently outdoors scripts aren't reloaded like towns are. So if you leave a town into that outdoor section, you won't technically be entering it. I think it reloads an outdoor script only when you've travelled several sectors away. This is just general stuff I remember from problems I had with Dilecia-- I'm not 100% sure this is totally accurate, but the moral of the story stays the same: Outdoors suck.

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