Blades of Avernum Center News

 

Entries in Script News (15)

Scripts fixed.

Some of yesterday's scripts were a little buggy, but have been fixed now. The regenerator.txt script was removed until fixed. If you downloaded them yesterday, just redownload again. Sorry for any incovinience.


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Posted on Sunday, March 6, 2005 at 13:28 by Registered CommenterOverwhelming in | CommentsPost a Comment

New scripts!

We have new creature scripts, submitted by John:

 

  • deathtouch Same as basicnpc, except that if it hits a creature, the creature has a 3/10 chance of being killed.
  • mwe When there are five or more enemies within two spaces of it, it unleashes a flame attack. It damages itself heavily.
  • regenerator Same as basicnpc, except that once the creature's health drops to less than approximately 1/2 theoretically, it's health just has to drop below the max), it will start healing itself for about one tenth of its health each turn.
  • tristrike Same as basicnpc, except the creature does not use regular targeting. Instead, the creature will target the nearest character friendly to the party. Then the creature will deal three hits to that creature. NOTE: This script MUST be used by a creature HOSTILE to the party. If it is not, it will have strange effects.

 

You can get them in the scripts section. :)

 

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Posted on Saturday, March 5, 2005 at 14:05 by Registered CommenterOverwhelming in | CommentsPost a Comment

New script.

A new script was added:

  • dehydration (by Dahak, revised by Kelandon)  : This general script checks if the party has a special item, water, and does increasing amounts of damage to the party if they don't have it. This simulates thirst, as in a desert. This script should probably go in the scenario script and be run in the START_STATE.

 

Click the name or go to the "Other scripts" section in the "Scripts" section to get it.

 

Posted on Friday, August 27, 2004 at 11:38 by Registered CommenterOverwhelming in | CommentsPost a Comment

Beta testers wanted for cross-platform script editor.

Crunchy Frog needs beta testers for a cross-platform script editor:

 

I've made a BoA script editor in Python, and it needs testing. It should theoretically run on Windows, Mac, Unix/Linux, and any other platform that Python runs on. I've only tested it on Windows, though.

I know a script editor isn't nearly as flashy as, say, a 3D version of the main BoA editor (to pick a random example out of the air)... but I've been finding it much easier to use than a generic text editor. The syntax highlighting and calltips alone make a dedicated script editor worth it, in my opinion; I've been using this myself for a while, and it's quite a bit more convenient.

Being programmed in Python, it is completely open source; and as Python itself and the two independent libraries I'm using (wxPython and PyXML) are open source too, you'll be running on completely open software. Just in case you cared. [Smile]

To run it, you will need the following programs and Python libraries installed:

-
Python
- wxPython
- PyXML

The editor (called "AvernumScript editor", imaginatively enough) has the following features:

- Multiple files open at once
- AvernumScript-specific syntax highlighting
- Calltips that display, when appropriate, both the syntax of function calls and their descriptions
- Auto indent (keeps the indentation from the previous line) and smart indent (automatically adjusts indentation as you type)
- Word wrap, templates, full find/replace and undo/redo capabilities, and a whole bunch of other little features
- If a string is over 254 characters (the limit), the characters that are over the limit display in bold dark red to let you know there's a problem, making it really easy to catch those annoying "String too long" errors before you get them.

Planned features include syntax checking (probably by using Khoth's script checker), spell checking for strings, a reformatting tool to fix indentation and such, the option of saving in different line ending formats, and preferences.

Anyways, to the point: It needs testing, especially on Mac. Any volunteers? Please provide your email address, operating system (MacOS, Windows, etc.), operating system version (MacOS 9/X, Windows 98/NT/2000/XP, etc.), and a rough indication of your hardware specs. Thanks!

If you can help, click here.

 

 

Posted on Saturday, August 21, 2004 at 12:47 by Registered CommenterOverwhelming in , | CommentsPost a Comment

Script update.

Kelandon's "change dialog" script was updated. You can get it in the scripts section.

 

 

Posted on Friday, August 20, 2004 at 00:19 by Registered CommenterOverwhelming in | CommentsPost a Comment

Script update.

I've updated the merchant.txt script (by Terror's Martyr).

 

 

Posted on Thursday, August 12, 2004 at 16:35 by Registered CommenterOverwhelming in | CommentsPost a Comment

New script added: healing potion.

Hello everyone. I hope you're enjoying your weekend. I'm bringing you a new script:

 

  • Creature script:

 

healing potion (by Terror's Martyr) : This script uses the combat behavior of basicnpc.txt. What differentiates this script from basicnpc.txt, however, is that the monster will drink a certain number of potions which heal a certain amount of its HP when it is damaged enough.

 

 

Posted on Saturday, July 31, 2004 at 12:20 by Registered CommenterOverwhelming in | CommentsPost a Comment

Terror Martyr's "sniper.txt" script added. 

New script added:

 

  • Creature script

 

sniper (by Terror's Martyr) : This script is best used with monsters with an archer graphic. It has the creature select a target randomly, checks if it dislikes the target, and fires an arrow accordingly. It will never run out of ammo (although perhaps you can code that in), and has no intelligent method of selecting its targets. It doesn't even vaguely behave like basicnpc.

 

Posted on Thursday, July 29, 2004 at 11:53 by Registered CommenterOverwhelming in | CommentsPost a Comment
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