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The Abominable Party-Building Topic in Blades of Avernum
Warrior
Member # 1250
Profile #27
Sorry for the practically-double post, but I just had to ask... do many of you use the pre-made classes (Berzerker, Archer, Rebel, etc.) or do you just go with a Custom?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
The Abominable Party-Building Topic in Blades of Avernum
Warrior
Member # 1250
Profile #25
So, in short, has this thread refuted the original four-character party originally put forth, of a human tank, two nephil archer-priests, and a human mage priest, using the (advantageous) "disadvantages" to boost level gain?

I, for one, am still up in the air on the strategy of giving "disadvantages" for level gain and giving "advantages" to *slow* level gain.

Also, I'd pretty much agree about mage spells... with a few exceptions (soul capture/simulcrum, create illusions, etc.), they're not that great. Priest spells are great.

Anyhow, just thought I'd chime in... I've been slacking at playing BoA ever since I stalled in Bahssikava... I might just build a party along these lines in the HLPM or just edit one up. There are scenarios coming out that I want to enjoy.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Change Terrain Appearance in Blades of Avernum Editor
Warrior
Member # 1250
Profile #4
EDIT : Never mind about this. I was going to get a terrain script checked, but figured out what I might be doing wrong. Sorry. :(

[ Sunday, February 20, 2005 12:06: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Change Terrain Appearance in Blades of Avernum
Warrior
Member # 1250
Profile #4
EDIT : Never mind about this. I was going to get a terrain script checked, but figured out what I might be doing wrong. Sorry. :(

[ Sunday, February 20, 2005 12:06: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Change Terrain Appearance in Blades of Avernum Editor
Warrior
Member # 1250
Profile #2
Just might. I just looked up that call in the appendices. I'll have to try it. Should make things a lot shorter than making some kind of terrain script, if I can call it from, say, some state of the town script...

I'll get back to you on it, but if past experience shows anything, your suggestion will fix it.

EDIT: Okay, got the cabinet to appear. Do I now need to construct a small terrain script in order to search it? I intend to put a dialog choice here, not real items, so I can't use the put_item command (never mind that it wouldn't put things *inside* the cabinet). If I need to put together a terrain script, I can do it, but I need to know one additional thing. Where to do I put the condition that makes the space searchable after I make the cabinet appear? In the SEARCH_STATE, or somewhere else?

[ Saturday, February 19, 2005 21:42: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Change Terrain Appearance in Blades of Avernum
Warrior
Member # 1250
Profile #2
Just might. I just looked up that call in the appendices. I'll have to try it. Should make things a lot shorter than making some kind of terrain script, if I can call it from, say, some state of the town script...

I'll get back to you on it, but if past experience shows anything, your suggestion will fix it.

EDIT: Okay, got the cabinet to appear. Do I now need to construct a small terrain script in order to search it? I intend to put a dialog choice here, not real items, so I can't use the put_item command (never mind that it wouldn't put things *inside* the cabinet). If I need to put together a terrain script, I can do it, but I need to know one additional thing. Where to do I put the condition that makes the space searchable after I make the cabinet appear? In the SEARCH_STATE, or somewhere else?

[ Saturday, February 19, 2005 21:42: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Change Terrain Appearance in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
I've been combing the docs and searching threads, here, but I don't know how to trigger a terrain to appear.

I'm working on having an appearing vahnatai cabinet. I just have no idea what to put in a terrain script that could make it suddenly appear.

I apologize that this is all very general complaining. I'm still getting the hang of terrain scripting. I've already figured out how to get a chest to give a special item, but the icon change here is giving me a headache.

Any ideas are welcome. I need to make this cabinet appear, and be able to be searched. From there, I think that I can manage things.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Change Terrain Appearance in Blades of Avernum
Warrior
Member # 1250
Profile #0
I've been combing the docs and searching threads, here, but I don't know how to trigger a terrain to appear.

I'm working on having an appearing vahnatai cabinet. I just have no idea what to put in a terrain script that could make it suddenly appear.

I apologize that this is all very general complaining. I'm still getting the hang of terrain scripting. I've already figured out how to get a chest to give a special item, but the icon change here is giving me a headache.

Any ideas are welcome. I need to make this cabinet appear, and be able to be searched. From there, I think that I can manage things.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Strange Dialogue Script Error in Blades of Avernum Editor
Warrior
Member # 1250
Profile #2
Funny thing... I went in to fix some things, generally clean up the code, and I found a few mistakes of mine... for the condition for the code in one of my talk nodes, I had ended a condition with "break" instead of "end." Fixing that solved the rest of the problems I had been having with the script, that I can tell.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Strange Dialogue Script Error in Blades of Avernum
Warrior
Member # 1250
Profile #2
Funny thing... I went in to fix some things, generally clean up the code, and I found a few mistakes of mine... for the condition for the code in one of my talk nodes, I had ended a condition with "break" instead of "end." Fixing that solved the rest of the problems I had been having with the script, that I can tell.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Strange Dialogue Script Error in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
Every time I enter a town in the scenario I'm designing, I get the error: "Dialogue script error: in line 151."

If anybody can tell me what this means, I'd appreciate it. My dialogue script is pretty long, and if I could avoid posting it, that'd be nice. But if I need to, go ahead and let me know.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Strange Dialogue Script Error in Blades of Avernum
Warrior
Member # 1250
Profile #0
Every time I enter a town in the scenario I'm designing, I get the error: "Dialogue script error: in line 151."

If anybody can tell me what this means, I'd appreciate it. My dialogue script is pretty long, and if I could avoid posting it, that'd be nice. But if I need to, go ahead and let me know.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Code to Make an NPC Hostile? in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
Is there code to make only one character in a town become hostile towards your party?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Code to Make an NPC Hostile? in Blades of Avernum
Warrior
Member # 1250
Profile #0
Is there code to make only one character in a town become hostile towards your party?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Tailoring Scenario Level in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
Is there any article or advice anybody can give me about tailoring my scenario for a specific party level? (I'm aiming for a higher-level scenario, if I can help it)
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Tailoring Scenario Level in Blades of Avernum
Warrior
Member # 1250
Profile #0
Is there any article or advice anybody can give me about tailoring my scenario for a specific party level? (I'm aiming for a higher-level scenario, if I can help it)
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Water Exchange Code Check in Blades of Avernum Editor
Warrior
Member # 1250
Profile #7
My mistake. Fixed it--code works without visible errors, now.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Water Exchange Code Check in Blades of Avernum
Warrior
Member # 1250
Profile #7
My mistake. Fixed it--code works without visible errors, now.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Water Exchange Code Check in Blades of Avernum Editor
Warrior
Member # 1250
Profile #5
All right, all right, this is me committing all sorts of etiquette breaches... I do apologize for the double post, but this is exciting and relevant, for me.

I have playtested the empty/full waterskin system. I'm using Dahak & Kelandon's dehydration routine... I've pushed my party to the point where I get damage, before, and now I've made the complete exchange, using the code I posted in this thread. I can now proceed with building the rest of my scenario, having safely navigated this key system!
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Water Exchange Code Check in Blades of Avernum
Warrior
Member # 1250
Profile #5
All right, all right, this is me committing all sorts of etiquette breaches... I do apologize for the double post, but this is exciting and relevant, for me.

I have playtested the empty/full waterskin system. I'm using Dahak & Kelandon's dehydration routine... I've pushed my party to the point where I get damage, before, and now I've made the complete exchange, using the code I posted in this thread. I can now proceed with building the rest of my scenario, having safely navigated this key system!
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Water Exchange Code Check in Blades of Avernum Editor
Warrior
Member # 1250
Profile #4
Here's what I ended up doing, synthesizing Kelandon and Sagieuleaux's suggestions...

beginstate 20;
if (has_special_item(1) >= 1) {
reset_dialog();
add_dialog_str(0,"Fill up your empty waterskins?",0);
add_dialog_choice(0,"Fill");
add_dialog_choice(1,"Leave");
water_choice = run_dialog(0);
if (water_choice == 1) {
set_flag(0,20,has_special_item(1));
change_spec_item(0,get_flag(0,20));
change_spec_item(1,(get_flag(0,20) * -1));
set_flag(0,20,0) = 0;
print_str_color("Skins filled.",2);
}
}

break;
Incidentally, my playtesting in Blades now says that I have a missing semicolon... I don't suppose you see where I need one, in there? I don't see it, but I was only working on this section, except for the variables section, where I deleted "empty_skins" in favor of that SDF.

EDIT: The missing semicolon might, for some strange reason, be in the "print" statement near the very end, since when I test, it won't print that message.

[ Sunday, February 13, 2005 18:41: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Water Exchange Code Check in Blades of Avernum
Warrior
Member # 1250
Profile #4
Here's what I ended up doing, synthesizing Kelandon and Sagieuleaux's suggestions...

beginstate 20;
if (has_special_item(1) >= 1) {
reset_dialog();
add_dialog_str(0,"Fill up your empty waterskins?",0);
add_dialog_choice(0,"Fill");
add_dialog_choice(1,"Leave");
water_choice = run_dialog(0);
if (water_choice == 1) {
set_flag(0,20,has_special_item(1));
change_spec_item(0,get_flag(0,20));
change_spec_item(1,(get_flag(0,20) * -1));
set_flag(0,20,0) = 0;
print_str_color("Skins filled.",2);
}
}

break;
Incidentally, my playtesting in Blades now says that I have a missing semicolon... I don't suppose you see where I need one, in there? I don't see it, but I was only working on this section, except for the variables section, where I deleted "empty_skins" in favor of that SDF.

EDIT: The missing semicolon might, for some strange reason, be in the "print" statement near the very end, since when I test, it won't print that message.

[ Sunday, February 13, 2005 18:41: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Personalities in Blades of Avernum Editor
Warrior
Member # 1250
Profile #1
Personalities for in-game characters can be changed by selecting a character (with the little white pointer-finger) and then, when the text about the character shows up at the bottom of the editor, under the viewing window, click on Edit this Creature.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Personalities in Blades of Avernum
Warrior
Member # 1250
Profile #1
Personalities for in-game characters can be changed by selecting a character (with the little white pointer-finger) and then, when the text about the character shows up at the bottom of the editor, under the viewing window, click on Edit this Creature.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Water Exchange Code Check in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
Working on getting a dialog choice to work. I understand the format now that I rooted around in the scripts from... I think it was VoDT. But I have a condition to start my dialog choice, and I think that something there is stopping the condition that regulates the actions from the choice from working...

beginstate 20;
if (has_special_item(1) >= 1) {
reset_dialog();
add_dialog_str(0,"Fill up your empty waterskins?",0);
add_dialog_choice(0,"Fill");
add_dialog_choice(1,"Leave");
water_choice = run_dialog(0);
if (water_choice == 0) {
has_special_item(1) == empty_skins;
change_spec_item(0,empty_skins);
empty_skins == 0;
print_str_color("Skins filled.",2);
}
}
Could also be the fact that I try to equate the number of special item 1 (empty waterskins) to the variable empty_skins, so I can carry the variable over for the number of special item 2 (full waterskins) to be added. Pick it apart, if you would. :-)

[ Sunday, February 13, 2005 18:06: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00

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