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Has Enough of Species? in Blades of Exile
Apprentice
Member # 8990
Profile #1
An interesting addition which adds a bit of reality (which already exists in Avernum as well)... but one suggestion to make it even better:
As much as I know, a "Has Woodlore?" -node exists as well, just make it so it's called "Has Lore?" and make it so with 0 it checks for Cave Lore, 1 is used for Woodslore.

Much better than leaving rests of this old node stay where they don't belong anymore...

Edit: Just read your second change. The probably best change now would to just change the "Has Trait?" so you either enter a normal number to check for Wood-/Cave Lore (Due to the only 15 traits, shouldn't be too hard but more logical and easier) or use an unused field to enter 0 or 1 to check for Wood-/Cave Lore. (Second would be maybe an option as well, due to these traits being probably checked most of the time)

[ Wednesday, June 27, 2007 06:36: Message edited by: Crynsos ]
Posts: 37 | Registered: Saturday, June 16 2007 07:00
OBoE Suggestion List in Blades of Exile
Apprentice
Member # 8990
Profile #22
quote:
Originally written by *i:

quote:
Originally written by Miramor:

The mindduel code appears to check for items that grant magic resistance (ability 75) instead of will (ability 53). If I'm reading this right it should be easy to fix.
Hmmm...I'm looking at the OS X code and see ability 53 here. Are you looking at the Windows source? If so, could someone verify?

Well I looked a bit at the windows source and checked the item abilities as well. Ability 53 is
still Mind Resistance here as well, but oddly 73 seems to be a Temporary Speed Boost. (Found at speed potions etc., if of any relevance)

Maybe this code (Mindduel's Spell Code for Windows) helps...

case 52: // Mindduel!

store_m_type = -1;
if ((cur_monst->m_d.mu == 0) && (cur_monst->m_d.cl == 0))
add_string_to_buf(" Can't duel: no magic.");
else {
item = pc_has_abil(current_pc,159);
if (item >= 24)
add_string_to_buf(" You need a smoky crystal. ");
else {
remove_charge(current_pc,item);
do_mindduel(current_pc,cur_monst);
}
}
break;
Posts: 37 | Registered: Saturday, June 16 2007 07:00
OBoE under VS2005 + minor fixes in Blades of Exile
Apprentice
Member # 8990
Profile #4
Yes, a good idea Stareye...
And about that change idea of yours, Ilintar, I doubt that we really need such a node. There's already the End Scenario - Node and that's as far as anyone should go in designing.
Closing the program is normally not needed, just end the scenario, closing Exile fully could anger players and I see no reason why to risk this...
Posts: 37 | Registered: Saturday, June 16 2007 07:00
OBoE Suggestion List in Blades of Exile
Apprentice
Member # 8990
Profile #13
quote:
This can already be done in regular BoE. Check out the Wandering Will Fight node.
Sorry, but haven't used it often, so I wasn't sure if it's possible yet...

quote:
This can be done already with special items, but I think that having regular items which could be used to call special nodes is a good idea if it can be implemented.
Yes, because normal items can be used quite a bit easier in battle and can help quite well... if you ever used Skribbane in battle, you know that for sure...
Posts: 37 | Registered: Saturday, June 16 2007 07:00
Happy Birthday Alorael in General
Apprentice
Member # 8990
Profile #16
Alorael, once again it is time for you to blow the candles on your fresh mushroom cake! (Brought freshly up from Almaria... sorry, forgot the Wine)

Congratulations for your upgrade! :)
Posts: 37 | Registered: Saturday, June 16 2007 07:00
OBoE Suggestion List in Blades of Exile
Apprentice
Member # 8990
Profile #10
Here are a few more suggestions to make OBoE better:
(If it's possible to add these features)

Add a possibility to create "Friendly" Wandering Monsters, like the Soldier Patrols in E1/2/3 but make it also possible to attack the wandering monsters. (And they should be maybe able to attack normally with a short dialog window as well, if not possible already, can't remember if possible yet)

Some people may like to use Skribbane Herb or similar drugs, but then a new item ability would be needed of course. (Possibly with an option in the Character Editor to counteract or let the time heal the effect)

Make it possible to hide any item ability with the ??? sign, like it was possible in the older Exile games, could make certain items more interesting.

Make it possible to make an item call a scenario special when used. (The item should be removed once the scenario is left of course)

Sounds good or not? At least I think these (Except the last one) additions would bring back some interesting parts of the original Exile Trilogy, which were sadly not carried over to BoE...
Posts: 37 | Registered: Saturday, June 16 2007 07:00
Dead Forum Walking: Epitaphs in Richard White Games
Apprentice
Member # 8990
Profile #23
Might have RW descended back from Heaven to save his Temple for one day? Well, if this post vanishes soon... Goodbye Richard "Nearly-God" White and your works...

[ Monday, June 18, 2007 06:26: Message edited by: Crynsos ]
Posts: 37 | Registered: Saturday, June 16 2007 07:00
OBoE Suggestion List in Blades of Exile
Apprentice
Member # 8990
Profile #5
Another minor "bug", which is actually more an optical correction:
Create an option in the item editing menu (Scenario Editor) to choose from shooting animations for throwing/shooting weapons.
Currently a few pre-set items have a fixed animation, but once you change anything about these items, a standard animation appears when using the item. (Can't remember which though)

It would be interesting to be able to change these animations or maybe even make custom ones! (Bullet/Lasers etc., which could enhance some existing scenarios as well)
Posts: 37 | Registered: Saturday, June 16 2007 07:00
Monsters Calling Specials in Blades of Exile
Apprentice
Member # 8990
Profile #3
Well, I thought about the outdoor battles as well, but most bigger/more important battles happen in towns, due to the many more possibilities there...

So the outdoor node calling would be less important, except for outdoor scenarios of course...
Posts: 37 | Registered: Saturday, June 16 2007 07:00
Mage and Priest Spell Nodes in Blades of Exile
Apprentice
Member # 8990
Profile #3
Ah, great news, I was just about to ask if this could be made... just the numbers could be better, can't they be changed from the beginning, so the Level 1 Spells begin at 0?

Good work guys, this lets the Exile Trilogy-Feeling come up again... (Getting the complicated Ritual Spell from the beginning is boring, the way how you get it in E3 is much better!)
Posts: 37 | Registered: Saturday, June 16 2007 07:00
OBoE Suggestion List in Blades of Exile
Apprentice
Member # 8990
Profile #0
Is there actually something like a list of Suggestions/Error Corrections/Plans by the Coders which should be added/changed in OBoE? If not, it would be nice if something like this could be compiled and shown publically...

Here would be a nice idea:
If possible, raise the maximum HP/MP and the HP gain rate per Level. (If raised too much, Spell costs should be raised a bit as well) This would make make the game maybe a bit more interesting, and we wouldn't get nearly nothing for each level and the many XP Points we need...

Raising the maximums for Character/Monster Stat Points could be also raised, especially if the above will be done, so the balance of damage/HP is a bit better...

[ Saturday, June 16, 2007 10:58: Message edited by: Crynsos ]
Posts: 37 | Registered: Saturday, June 16 2007 07:00
Monsters Calling Specials in Blades of Exile
Apprentice
Member # 8990
Profile #1
So monsters can finally use "Special Spells" at their own will? Sounds interesting... maybe this could be done with Town Nodes as well?
Posts: 37 | Registered: Saturday, June 16 2007 07:00

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