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Blades of Avernum script example

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Blades of Avernum script example

Development Info - posted by Saint_Proverbius on Tue 24 December 2002, 15:45:37

Tags: Blades of Avernum

For those looking forward to Spiderweb Software's up coming, edittable version of Avernum, Jeff Vogel has posted a thread on his forums which shows off an example script of how doors work. Here's part of what Mr. Vogel says on the subject of scripts:


Some interesting things about this:
i. You can attach a stuff done flag to a door to remember that it's been unlocked. Doors won't become relocked when you re-enter the town.
ii. This script includes having doors which can be unlocked by people with the correct key.
iii. What is a memory cell? Every creature or terrain space has ten memory cells attached to it, each of which can contain a number. The cells determine how the terrain spot acts. For example, when you place a door, all cells attached to it are 0. If the first cell is 0, the door is unlocked. If you change that cell to a number above 0, it becomes locked.

I love scripts. They're incredibly powerful and versatile. The possibilities in Blades of Avernum are orders of magnitude above what you could do in Blades of Exile.​

That's a nice looking scripting language there. Similarish to C, and that ain't bad.

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