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Development Info Blades of Avernum script example

Saint_Proverbius

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Tags: Blades of Avernum

For those looking forward to <A href="http://www.spidweb.com">Spiderweb Software</a>'s up coming, edittable version of <A href="http://www.avernum.com/">Avernum</a>, <b>Jeff Vogel</b> has <a href="http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=15;t=000103">posted a thread</a> on his forums which shows off an <A href="ftp://ftp.spiderwebsoftware.com/temp/door.txt">example script</a> of how doors work. Here's part of what <b>Mr. Vogel</b> says on the subject of scripts:
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<blockquote>Some interesting things about this:
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<b>i.</b> 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.
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<b>ii.</b> This script includes having doors which can be unlocked by people with the correct key.
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<b>iii.</b> 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.
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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.</blockquote>
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That's a nice looking scripting language there. Similarish to C, and that ain't bad.
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