Profile for Guardian of Eternity
Field | Value |
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Displayed name | Guardian of Eternity |
Member number | 1250 |
Title | Warrior |
Postcount | 93 |
Homepage | |
Registered | Saturday, June 1 2002 07:00 |
Recent posts
Pages
Author | Recent posts |
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Water Exchange Code Check in Blades of Avernum | |
Warrior
Member # 1250
|
written Sunday, February 13 2005 18:05
Profile
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... 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 |
Help Calling "Specials" in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Sunday, February 13 2005 14:47
Profile
Oh, excellent! Thanks, Kelandon! This is exactly what I needed... Heh... must've overlooked it somewhere in the documentation... Thanks again. I'll work out what all the particulars in that script are, but it looks like I have a feel for it. EDIT: Okay, I got the special item addition to work. But I'm still fuzzy on how to get a dialog choice to work. I looked at the docs, and I'm not clear on what code to put in after the run_dialog command. I know that the choice the player makes is returned *somewhere,* but I don't know how to make different things happen depending on that choice. [ Sunday, February 13, 2005 16:03: Message edited by: Guardian of Eternity ] Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Help Calling "Specials" in Blades of Avernum | |
Warrior
Member # 1250
|
written Sunday, February 13 2005 14:47
Profile
Oh, excellent! Thanks, Kelandon! This is exactly what I needed... Heh... must've overlooked it somewhere in the documentation... Thanks again. I'll work out what all the particulars in that script are, but it looks like I have a feel for it. EDIT: Okay, I got the special item addition to work. But I'm still fuzzy on how to get a dialog choice to work. I looked at the docs, and I'm not clear on what code to put in after the run_dialog command. I know that the choice the player makes is returned *somewhere,* but I don't know how to make different things happen depending on that choice. [ Sunday, February 13, 2005 16:03: Message edited by: Guardian of Eternity ] Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Help Calling "Specials" in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Saturday, February 12 2005 10:12
Profile
Couple of questions, separated into calling "specials" (as the editor calls them) a.k.a. script states, in town and outdoors. First--I'm able to call script states in town when the characters *walk through* them. I can get dialog messages to pop up, but I've had trouble making other things happen. For instance, I set up a little resting function. The party approaches a bed, gets the dialog choice to rest or not, but whatever I choose, it won't rest the party. Also, I'm still not able to set up a call when the party *looks* at an item, i.e. a chest, to give them, say, a special item. Second, I can't even get a call to print dialog, from a field I set up outdoors. Any advice anybody can give after my muddled explanation up there is appreciated. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Help Calling "Specials" in Blades of Avernum | |
Warrior
Member # 1250
|
written Saturday, February 12 2005 10:12
Profile
Couple of questions, separated into calling "specials" (as the editor calls them) a.k.a. script states, in town and outdoors. First--I'm able to call script states in town when the characters *walk through* them. I can get dialog messages to pop up, but I've had trouble making other things happen. For instance, I set up a little resting function. The party approaches a bed, gets the dialog choice to rest or not, but whatever I choose, it won't rest the party. Also, I'm still not able to set up a call when the party *looks* at an item, i.e. a chest, to give them, say, a special item. Second, I can't even get a call to print dialog, from a field I set up outdoors. Any advice anybody can give after my muddled explanation up there is appreciated. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
In v. Out of Town Effects in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Friday, February 11 2005 12:51
Profile
Is there any way to have an effect *only* in the outdoors? I'm talking about Dahak's "dehydration" code (edited by Kelandon). I had never wandered around long enough in my in-progress scenario (unnamed) to notice it, but the damage-factor activated while I was walking around in a town. Ideally, I want to keep this effect only on the outdoor map, not inside of towns. So, is there a way to do this? Am I just putting it in the wrong place in my scenario script? Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
In v. Out of Town Effects in Blades of Avernum | |
Warrior
Member # 1250
|
written Friday, February 11 2005 12:51
Profile
Is there any way to have an effect *only* in the outdoors? I'm talking about Dahak's "dehydration" code (edited by Kelandon). I had never wandered around long enough in my in-progress scenario (unnamed) to notice it, but the damage-factor activated while I was walking around in a town. Ideally, I want to keep this effect only on the outdoor map, not inside of towns. So, is there a way to do this? Am I just putting it in the wrong place in my scenario script? Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Louvre/Editor Questions in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Thursday, August 19 2004 09:01
Profile
Thanks to both of you. I'll have to quit bugging people on forums, I guess... look through the stuff I have. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Louvre/Editor Questions in Blades of Avernum | |
Warrior
Member # 1250
|
written Thursday, August 19 2004 09:01
Profile
Thanks to both of you. I'll have to quit bugging people on forums, I guess... look through the stuff I have. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Stuff I Can't Do Yet in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Thursday, August 19 2004 08:59
Profile
Thank you. I haven't looked through that one yet, but I ought to have thought of digging around in the other scripts. I've looked at them before for stuff like how to format dialogue scripts, et cetera... I suppose I'm just getting a bit lazy, here. I just moved into college and I haven't been working on the scenario too much. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Stuff I Can't Do Yet in Blades of Avernum | |
Warrior
Member # 1250
|
written Thursday, August 19 2004 08:59
Profile
Thank you. I haven't looked through that one yet, but I ought to have thought of digging around in the other scripts. I've looked at them before for stuff like how to format dialogue scripts, et cetera... I suppose I'm just getting a bit lazy, here. I just moved into college and I haven't been working on the scenario too much. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Louvre/Editor Questions in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Thursday, August 19 2004 07:19
Profile
Must I declare custom terrain in the scenario script before the terrain icons (downloaded from the Louvre) will show up in the editor? EDIT: renamed downloaded picture and then changed back to its original name... [ Thursday, August 19, 2004 07:36: Message edited by: Guardian of Eternity ] Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Louvre/Editor Questions in Blades of Avernum | |
Warrior
Member # 1250
|
written Thursday, August 19 2004 07:19
Profile
Must I declare custom terrain in the scenario script before the terrain icons (downloaded from the Louvre) will show up in the editor? EDIT: renamed downloaded picture and then changed back to its original name... [ Thursday, August 19, 2004 07:36: Message edited by: Guardian of Eternity ] Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Stuff I Can't Do Yet in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Thursday, August 19 2004 06:51
Profile
All right... I got frustrated and deleted the two "choice" nodes in my town script... So I'm going to ask someone to put a tiny, rinky-dink little node code up here. All I need to look at is the code. It can be totally generic, like the difference between printing two messages. I want to pick it apart so I know what in the world I was doing wrong with my code. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Stuff I Can't Do Yet in Blades of Avernum | |
Warrior
Member # 1250
|
written Thursday, August 19 2004 06:51
Profile
All right... I got frustrated and deleted the two "choice" nodes in my town script... So I'm going to ask someone to put a tiny, rinky-dink little node code up here. All I need to look at is the code. It can be totally generic, like the difference between printing two messages. I want to pick it apart so I know what in the world I was doing wrong with my code. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Thursday, August 19 2004 03:29
Profile
Okay... when it comes to modifying this for my own purposes, I have a couple of small, dumb questions... a tick is one step, outdoors, unless there's some call like set_ticks_forward, or something similar, correct? I had another question about the SDFs in the script, but I think I can answer that one myself... EDIT: I was poking around in the code, and I'm going to have to add a bit... Where you put change_spec_item(water,-1), I'm adding, after that, change_spec_item(empty,1), and adding the appropriate short variable. Ideally, this will be a circular process, with the chance to fill empty water bags at watering holes, towns, et cetera. Let me know if you have any ideas on that... although filling will be far easier a code than dehydration. [ Thursday, August 19, 2004 04:00: Message edited by: Guardian of Eternity ] Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum | |
Warrior
Member # 1250
|
written Thursday, August 19 2004 03:29
Profile
Okay... when it comes to modifying this for my own purposes, I have a couple of small, dumb questions... a tick is one step, outdoors, unless there's some call like set_ticks_forward, or something similar, correct? I had another question about the SDFs in the script, but I think I can answer that one myself... EDIT: I was poking around in the code, and I'm going to have to add a bit... Where you put change_spec_item(water,-1), I'm adding, after that, change_spec_item(empty,1), and adding the appropriate short variable. Ideally, this will be a circular process, with the chance to fill empty water bags at watering holes, towns, et cetera. Let me know if you have any ideas on that... although filling will be far easier a code than dehydration. [ Thursday, August 19, 2004 04:00: Message edited by: Guardian of Eternity ] Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Wednesday, August 18 2004 15:01
Profile
Hey, Kel, thank you a lot, even if this doesn't function quite correctly, yet. Between you and Dahak, I trust things will get worked out, eventually. Incidentally, I feel kind of bad bugging other people to write code for me. I got the templates for custom items and creatures from other posts on this site, and I figure I can take a crack at some graphics, if I have to... So I've tried somewhat to make sure I'm not getting people to do *everything* for me. The real question: Am I cheating, asking other people to do code for me? Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum | |
Warrior
Member # 1250
|
written Wednesday, August 18 2004 15:01
Profile
Hey, Kel, thank you a lot, even if this doesn't function quite correctly, yet. Between you and Dahak, I trust things will get worked out, eventually. Incidentally, I feel kind of bad bugging other people to write code for me. I got the templates for custom items and creatures from other posts on this site, and I figure I can take a crack at some graphics, if I have to... So I've tried somewhat to make sure I'm not getting people to do *everything* for me. The real question: Am I cheating, asking other people to do code for me? Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Wednesday, August 18 2004 13:10
Profile
Hate to keep doing this, perhaps my last bump was too quickly overwritten... I'd really appreciate it if someone took another crack at the code from Dahak... I'm picking apart his version now, but my understanding of the calls isn't superb... I'm still figuring out how to use the tick_difference commands to stand in for SDFs. If anyone can help, I, uh... encourage it? (Please help a struggling programmer.) Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum | |
Warrior
Member # 1250
|
written Wednesday, August 18 2004 13:10
Profile
Hate to keep doing this, perhaps my last bump was too quickly overwritten... I'd really appreciate it if someone took another crack at the code from Dahak... I'm picking apart his version now, but my understanding of the calls isn't superb... I'm still figuring out how to use the tick_difference commands to stand in for SDFs. If anyone can help, I, uh... encourage it? (Please help a struggling programmer.) Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Stuff I Can't Do Yet in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Sunday, August 15 2004 08:35
Profile
Hmm... I've been doing just about what you recommended, Eldiran... I've got my variable (restchoice) declared, and I've got my if statements set up... I haven't got the brackets (though I know how they work; just haven't used them in this instance), and I've got an "end();" statement at the end of each if statement... Hmm. Wonder if that's giving me trouble. Probably, eh? Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Stuff I Can't Do Yet in Blades of Avernum | |
Warrior
Member # 1250
|
written Sunday, August 15 2004 08:35
Profile
Hmm... I've been doing just about what you recommended, Eldiran... I've got my variable (restchoice) declared, and I've got my if statements set up... I haven't got the brackets (though I know how they work; just haven't used them in this instance), and I've got an "end();" statement at the end of each if statement... Hmm. Wonder if that's giving me trouble. Probably, eh? Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Stuff I Can't Do Yet in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Saturday, August 14 2004 12:47
Profile
- Getting different choices in dialog boxes to do different things. I have a simple "Do you want to rest?" dialog set up, and both choices do the same thing. I'm not getting something, here. - Getting dialog boxes to pop up when *looking* at things (indoors), i.e. getting special items out of chests. I'm not getting something, here. - Getting dialog boxes to pop up outdoors when walking through an area. Wow. I can't believe I haven't figured this out, yet. I'm not getting something, here. Does anyone notice a trend in my ignorance? The point is... I feel dwarfed by this. I've looked through the documentation (good stuff, just not what I need to know, all the time) and the appendices (invaluable for people who want to do real scripting). I'm still not certain if I'm just complaining here, or looking for some kind of commiseration... Let's go with that second one. This is the self-declared "it's confusing" thread. Feel free to post things that have confounded/are still confounding you, or post some nice little tutorial advice to confused people, like myself. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Stuff I Can't Do Yet in Blades of Avernum | |
Warrior
Member # 1250
|
written Saturday, August 14 2004 12:47
Profile
- Getting different choices in dialog boxes to do different things. I have a simple "Do you want to rest?" dialog set up, and both choices do the same thing. I'm not getting something, here. - Getting dialog boxes to pop up when *looking* at things (indoors), i.e. getting special items out of chests. I'm not getting something, here. - Getting dialog boxes to pop up outdoors when walking through an area. Wow. I can't believe I haven't figured this out, yet. I'm not getting something, here. Does anyone notice a trend in my ignorance? The point is... I feel dwarfed by this. I've looked through the documentation (good stuff, just not what I need to know, all the time) and the appendices (invaluable for people who want to do real scripting). I'm still not certain if I'm just complaining here, or looking for some kind of commiseration... Let's go with that second one. This is the self-declared "it's confusing" thread. Feel free to post things that have confounded/are still confounding you, or post some nice little tutorial advice to confused people, like myself. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |