Sleep, Charm, and Paralyze can be at most 10 (so a character can’t magically sleep for over 10 turns). Bless, Shield, and Haste can have a negative value, and can range from –250 to 250. The legal range for most statuses if 0 to 250 (so it can have any value from 0, for no status, to 250, the maximum). Each turn, goes down by the character’s intelligence, plus 1. Each turn, goes down by the character’s strength, plus 1.ģ0 - Fleeing. You can have one special encounter that makes the party enlightened, and another encounter that checks to see if they still have this status to, say, open a door or use some other effect.Ģ9 - Force Cage. This unusual status is only used for special encounters. Each turn, game divides the amount of acid the character has by two (rounded up), does 1-2 points of damage that many times, and reduces the acid level by that amount.ġ9 – Enlightened. You can help Avernum Series Wiki by expanding it. Almaria Blosk Brigand Fort Bat Cave Aranea City Cave of Motrax Ancient Crypt Avernum 1 Locations. Goes down slower than 1 per turn.ġ2 - Acid. Orb of Thralni Wetzels Key Solberg Silvar Tunnels Escape From the Pit Locations. Each turn, game divides the amount of poison the character has by four (rounded up), does 1-2 points of damage that many times, and reduces the poison level by that amount.ġ - Bless/Curse. Statuses a character can have (and their numbers) areĠ - Poison. Unless said otherwise, theyĬan not be negative, and they go down by one per turn. Statuses are changed by spells, enemy attacks, specialīelow is a list of all the possible statuses. Means the character doesn't have it (a non-poisoned character has a poison Most of the time, each status will be at 0, which Examples areīlessing, invulnerability, poison, and forcecage. Only the walls are missing in the town.Ī status is any temporary condition a character can have. In Avernum 6,it was flooded by a lot of refugges,looking for shelter and food,while still keeping its tradition. The script has no errors for as far I know. It was the first of the two major settlements,which create steel weapons and armor (the second one was Fort Draco).After it was abandoned,Dharmon remained as the only steel-working settlement. And I did put the walls there in the first place. townscript for town 11: Senarti fort.begintownscript variables int choice body beginstate INIT_STATE if (get_flag(11,3) = 1) set_flag(11,3,0) break beginstate EXIT_STATE break beginstate START_STATE break beginstate 10 if (get_flag(11,0) = 1) end() if (get_flag(1,6) = 1) break This is the entire town script.
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