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Creature Icon Adjustment in Blades of Avernum Editor
Warrior
Member # 1250
Profile #8
I am using the 3D editor, yes. And I have seen that red outline, because I've got to change it to a blue outline, because the majority of the sliths in my scenario are friendly. When I flesh out the creature customization in my data script, I'll have to change the default attitude to rid myself of that hassle... But, anyhow, despite the red outline, the sliths tinted in the 3D editor seem dramatically more red. But, never mind. By now I'm not going to worry about it. I'll either edit the graphic sheets, or settle for a slith warrior import, tinted or not.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Creature Icon Adjustment in Blades of Avernum
Warrior
Member # 1250
Profile #8
I am using the 3D editor, yes. And I have seen that red outline, because I've got to change it to a blue outline, because the majority of the sliths in my scenario are friendly. When I flesh out the creature customization in my data script, I'll have to change the default attitude to rid myself of that hassle... But, anyhow, despite the red outline, the sliths tinted in the 3D editor seem dramatically more red. But, never mind. By now I'm not going to worry about it. I'll either edit the graphic sheets, or settle for a slith warrior import, tinted or not.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Creature Icon Adjustment in Blades of Avernum Editor
Warrior
Member # 1250
Profile #6
Also, I meant to ask... is there any short and relatively non-technical explanation as to why the editor shows my red sliths as really red, and the game has them as more of a greeny-brown?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Creature Icon Adjustment in Blades of Avernum
Warrior
Member # 1250
Profile #6
Also, I meant to ask... is there any short and relatively non-technical explanation as to why the editor shows my red sliths as really red, and the game has them as more of a greeny-brown?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Creature Icon Adjustment in Blades of Avernum Editor
Warrior
Member # 1250
Profile #2
I'm sorry, I did try your suggestion first. It seems like when it's used on a basic slith, too, it turns them... a different color of green. Not as green, obviously, but not even brown. And the red tint on the warrior looks okay, but I think that to achieve a fire lizard-esque kind of red, I'll have go in and tinker with a copy of the icon sheet.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Creature Icon Adjustment in Blades of Avernum
Warrior
Member # 1250
Profile #2
I'm sorry, I did try your suggestion first. It seems like when it's used on a basic slith, too, it turns them... a different color of green. Not as green, obviously, but not even brown. And the red tint on the warrior looks okay, but I think that to achieve a fire lizard-esque kind of red, I'll have go in and tinker with a copy of the icon sheet.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Creature Icon Adjustment in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
Is there a specific order in which the icon adjustments are done to an icon, i.e. swapping red and blue before swapping green and red?

I'm trying to dye some slitherkai red, and my current experimentation in adjusting the icons for the basic slith and the slith warrior haven't done me much good. I looked through Kelandon's data for Bahs, to see if he had some anything similar, and all I found (so far) was an adjustment to make a red *dragon.* Using the same number (4) on a basic slith has yielded nothing good.

Any help about the icon adjustment would be good. If that doesn't work out, I'll just have to go edit the icons manually.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Creature Icon Adjustment in Blades of Avernum
Warrior
Member # 1250
Profile #0
Is there a specific order in which the icon adjustments are done to an icon, i.e. swapping red and blue before swapping green and red?

I'm trying to dye some slitherkai red, and my current experimentation in adjusting the icons for the basic slith and the slith warrior haven't done me much good. I looked through Kelandon's data for Bahs, to see if he had some anything similar, and all I found (so far) was an adjustment to make a red *dragon.* Using the same number (4) on a basic slith has yielded nothing good.

Any help about the icon adjustment would be good. If that doesn't work out, I'll just have to go edit the icons manually.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Code Check (Rip This To Shreds) in Blades of Avernum Editor
Warrior
Member # 1250
Profile #4
It permanently moved my spellcasting skills to other skill areas, intentionally? I had no idea...
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Code Check (Rip This To Shreds) in Blades of Avernum
Warrior
Member # 1250
Profile #4
It permanently moved my spellcasting skills to other skill areas, intentionally? I had no idea...
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Code Check (Rip This To Shreds) in Blades of Avernum Editor
Warrior
Member # 1250
Profile #2
That's all it was. Of course, now I have to rebuild my characters' spellcasting skills after the error in Lord Putidus... I just looked at their stats, and I figured out where that scenario re-placed the skill levels... Thrown Missles and First Aid. :(
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Code Check (Rip This To Shreds) in Blades of Avernum
Warrior
Member # 1250
Profile #2
That's all it was. Of course, now I have to rebuild my characters' spellcasting skills after the error in Lord Putidus... I just looked at their stats, and I figured out where that scenario re-placed the skill levels... Thrown Missles and First Aid. :(
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Code Check (Rip This To Shreds) in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
*sigh* Working on teaching a spell to the party via a super-elementary terrain script. However, the dialog it calls in the town script is giving me trouble. No problems rewarding the party with gold or an item (armor), but I'm struggling with teaching a spell. Limited help in the searchable board messages or the documentation. I know the problem is somewhere in this code:
w = 0;
while (w < 4) {
if (char_ok(w)) {
if (get_spell_level(w,0,15) < 3)) {
change_spell_level(w,0,15,1); }
}
w = w + 1;
}
I get an "Improper command" error when I test it.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Code Check (Rip This To Shreds) in Blades of Avernum
Warrior
Member # 1250
Profile #0
*sigh* Working on teaching a spell to the party via a super-elementary terrain script. However, the dialog it calls in the town script is giving me trouble. No problems rewarding the party with gold or an item (armor), but I'm struggling with teaching a spell. Limited help in the searchable board messages or the documentation. I know the problem is somewhere in this code:
w = 0;
while (w < 4) {
if (char_ok(w)) {
if (get_spell_level(w,0,15) < 3)) {
change_spell_level(w,0,15,1); }
}
w = w + 1;
}
I get an "Improper command" error when I test it.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Creature editor in Blades of Avernum Editor
Warrior
Member # 1250
Profile #19
Hate to bump this again, but is there an explanation for why the Help links within the program won't work?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Creature editor in Blades of Avernum
Warrior
Member # 1250
Profile #19
Hate to bump this again, but is there an explanation for why the Help links within the program won't work?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Outdoor Secret Passages in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
This question isn't very specific, but is there any documentation or anything that explains rules of thumb for making good-looking secret passages in outdoor sections?

It's easy enough to place the pass-through walls, and put some walkable terrain inside the tunnels, but how about making the walls inside the tunnels look all right? I'm guessing there are a few rules to observe, what with the isometric-ish view... but I haven't puzzled through them yet. Any tips?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Outdoor Secret Passages in Blades of Avernum
Warrior
Member # 1250
Profile #0
This question isn't very specific, but is there any documentation or anything that explains rules of thumb for making good-looking secret passages in outdoor sections?

It's easy enough to place the pass-through walls, and put some walkable terrain inside the tunnels, but how about making the walls inside the tunnels look all right? I'm guessing there are a few rules to observe, what with the isometric-ish view... but I haven't puzzled through them yet. Any tips?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Dialogue Loop in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
In a saloon in my scenario, I want to get an NPC drunk. Here's the dialogue snippet that I'd like to have checked:

begintalknode 61;
state = 58;
personality = 8;
nextstate = 58;
condition = (get_flag(1,6) < 5) && (coins_amount() >= 10);
question = "Buy him a drink.";
text1 = "Drink buying text.";
code = change_coins(-10);
inc_flag(1,6,1);
break;

begintalknode 62;
state = 58;
personality = 8;
nextstate = -1;
condition = get_flag(1,6) == 5;
question = "Tell us about the bandits.";
text1 = "Talks about bandits.";
action = END_TALK;
I'm essentially using the node conditions to create a loop, instead of putting the loop in the code. Thanks in advance for telling me if this will work or not, and if not... is there a better way to do it?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Dialogue Loop in Blades of Avernum
Warrior
Member # 1250
Profile #0
In a saloon in my scenario, I want to get an NPC drunk. Here's the dialogue snippet that I'd like to have checked:

begintalknode 61;
state = 58;
personality = 8;
nextstate = 58;
condition = (get_flag(1,6) < 5) && (coins_amount() >= 10);
question = "Buy him a drink.";
text1 = "Drink buying text.";
code = change_coins(-10);
inc_flag(1,6,1);
break;

begintalknode 62;
state = 58;
personality = 8;
nextstate = -1;
condition = get_flag(1,6) == 5;
question = "Tell us about the bandits.";
text1 = "Talks about bandits.";
action = END_TALK;
I'm essentially using the node conditions to create a loop, instead of putting the loop in the code. Thanks in advance for telling me if this will work or not, and if not... is there a better way to do it?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Scenarios in Development in Blades of Avernum
Warrior
Member # 1250
Profile #38
I practically swim through doing dialogue. I'm keen to get better at all the architecture (terrain and walls and things), but I'm terrible at custom graphics.

In fact, right now, I need to make a variation on the slitherkai designs. I only need to tint them reddish, and I know it's not hard to do that, but the custom creature template is daunting, to me. Any help people could give on this one... the variant sliths are *really* important in my scenario.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Outdoor Script Calls in Blades of Avernum Editor
Warrior
Member # 1250
Profile #2
Holy smokes! That's all it is? Thank you very much, Kelandon.

That's one of those nagging things that I keep forgetting, while I edit: coordinating the scripts and the graphical editor. For instance, I had such trouble with the dialogue script for one of my towns, until I realized that, in the graphical editor, I hadn't specified what script the town should follow (and subsequently which dialogue script). If that's how it works for the outdoors, then I just need to find where to specify that.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Outdoor Script Calls in Blades of Avernum
Warrior
Member # 1250
Profile #2
Holy smokes! That's all it is? Thank you very much, Kelandon.

That's one of those nagging things that I keep forgetting, while I edit: coordinating the scripts and the graphical editor. For instance, I had such trouble with the dialogue script for one of my towns, until I realized that, in the graphical editor, I hadn't specified what script the town should follow (and subsequently which dialogue script). If that's how it works for the outdoors, then I just need to find where to specify that.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Outdoor Script Calls in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
Finally back to work on my scenario, tentatively titled "Evil East," and I'm trying to get the hang of the outdoor script calls for dialog boxes, rewards, etc. I noticed in VoDT that there are scripts titled o00Northweste, o01Southweste, and so forth.

I can tell that the titles of the scripts are indicative of which outdoor section (in X,Y coordinates) to which they apply. My question is this: What do I need to do to fashion some of my own outdoor scripts? Is it as simple as putting the right title on the word-processing document, or is there more to it?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Outdoor Script Calls in Blades of Avernum
Warrior
Member # 1250
Profile #0
Finally back to work on my scenario, tentatively titled "Evil East," and I'm trying to get the hang of the outdoor script calls for dialog boxes, rewards, etc. I noticed in VoDT that there are scripts titled o00Northweste, o01Southweste, and so forth.

I can tell that the titles of the scripts are indicative of which outdoor section (in X,Y coordinates) to which they apply. My question is this: What do I need to do to fashion some of my own outdoor scripts? Is it as simple as putting the right title on the word-processing document, or is there more to it?
Posts: 93 | Registered: Saturday, June 1 2002 07:00

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