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Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor
Warrior
Member # 1250
Profile #18
That's right... I'm bumping this back up to the top of the list, after it's been dead for a while... But in my scenario, I've finished the first town, and now have need for the outdoor water draining code to be used.

I've seen people pick on Dahak's code and such, but if you can do better, please post the revised code, or direct me to a page where it's been posted. I hate to make other people program for me, but in this instance, I'd rather see the pros demonstrate the code, and I can pick it apart to understand it when I fit it into my scenario.

A note: If possible, I'd like to have the water flasks be special items. I know that the weight business isn't realistic, but considering Dahak's trouble, (being unable to return an "empty flask" item, as there may be no more inventory room) and the fact that I'd like the discovery of more "empty flasks" to be the limiter on game progress (i.e. adventurers can't just skip across the desert to my final dungeon just after leaving the first town), I'll settle for "flasks" being special items.

Thanks in advance to anyone who can help me.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum
Warrior
Member # 1250
Profile #18
That's right... I'm bumping this back up to the top of the list, after it's been dead for a while... But in my scenario, I've finished the first town, and now have need for the outdoor water draining code to be used.

I've seen people pick on Dahak's code and such, but if you can do better, please post the revised code, or direct me to a page where it's been posted. I hate to make other people program for me, but in this instance, I'd rather see the pros demonstrate the code, and I can pick it apart to understand it when I fit it into my scenario.

A note: If possible, I'd like to have the water flasks be special items. I know that the weight business isn't realistic, but considering Dahak's trouble, (being unable to return an "empty flask" item, as there may be no more inventory room) and the fact that I'd like the discovery of more "empty flasks" to be the limiter on game progress (i.e. adventurers can't just skip across the desert to my final dungeon just after leaving the first town), I'll settle for "flasks" being special items.

Thanks in advance to anyone who can help me.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Miscellany Shops in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
I'm attempting to program a miscellany shop, and it isn't going well. I got up to the point where the add_item commands look like this: add_item_to_shop(3,(get_ran(1,min,max)),(get_ran(1,1,5)));
I thought this was pretty nifty on my part... until I actually tried to make the shopkeeper sell me stuff more than one time. I need a way to *completely* re-initialize a miscellany shop every time I call it, and I can't figure out how to do it. Any ideas, tips, discussion on this?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Miscellany Shops in Blades of Avernum
Warrior
Member # 1250
Profile #0
I'm attempting to program a miscellany shop, and it isn't going well. I got up to the point where the add_item commands look like this: add_item_to_shop(3,(get_ran(1,min,max)),(get_ran(1,1,5)));
I thought this was pretty nifty on my part... until I actually tried to make the shopkeeper sell me stuff more than one time. I need a way to *completely* re-initialize a miscellany shop every time I call it, and I can't figure out how to do it. Any ideas, tips, discussion on this?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
"Unknown Command" Error? in Blades of Avernum Editor
Warrior
Member # 1250
Profile #2
I don't think that another double-quote would be the trouble...

Come to think of it, I *could* actually use a link or something to find some of these neat text editor programs other people have got. I heard that BBEdit lite might be a good choice, as it correctly identifies line numbers in the text. I don't know.

I'll look at the script, but I don't think that's the problem. Thank you for helping, though.

EDIT : Bloody genius! Thank you! I solved my problem... What happened was that on a previous dialogue line, instead of a close quotation (*"), I hit a parenthesis, thus making one continuous command string. Thanks again!

[ Thursday, August 12, 2004 10:58: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
"Unknown Command" Error? in Blades of Avernum
Warrior
Member # 1250
Profile #2
I don't think that another double-quote would be the trouble...

Come to think of it, I *could* actually use a link or something to find some of these neat text editor programs other people have got. I heard that BBEdit lite might be a good choice, as it correctly identifies line numbers in the text. I don't know.

I'll look at the script, but I don't think that's the problem. Thank you for helping, though.

EDIT : Bloody genius! Thank you! I solved my problem... What happened was that on a previous dialogue line, instead of a close quotation (*"), I hit a parenthesis, thus making one continuous command string. Thanks again!

[ Thursday, August 12, 2004 10:58: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
"Unknown Command" Error? in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
I'm getting an unknown command error in one of my town dialogue scripts. The unknown command is the word "could." I know that the problem is in two new talknodes (besides which, I've only used that word four times in my entire town dialogue script, so it wasn't hard to narrow it down).

The problem is, I have quotation marks around this piece of dialogue. I have deleted and completely retyped both nodes in question. I can post the script (and will, probably, as soon as the first person to reply says, "I don't know, post the script").

My *real* question is... what's wrong, here? Had I *missed* some quotation marks, a semicolon, anything, I'd just slap my forehead and conclude that I was being stupid. But this... it mystifies me.

[ Thursday, August 12, 2004 10:49: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
"Unknown Command" Error? in Blades of Avernum
Warrior
Member # 1250
Profile #0
I'm getting an unknown command error in one of my town dialogue scripts. The unknown command is the word "could." I know that the problem is in two new talknodes (besides which, I've only used that word four times in my entire town dialogue script, so it wasn't hard to narrow it down).

The problem is, I have quotation marks around this piece of dialogue. I have deleted and completely retyped both nodes in question. I can post the script (and will, probably, as soon as the first person to reply says, "I don't know, post the script").

My *real* question is... what's wrong, here? Had I *missed* some quotation marks, a semicolon, anything, I'd just slap my forehead and conclude that I was being stupid. But this... it mystifies me.

[ Thursday, August 12, 2004 10:49: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Early Beta Test: Edge of Cipirus in Blades of Avernum
Warrior
Member # 1250
Profile #34
Name : Guardian of Eternity
E-mail: guardian_of_eternity@hotmail.com
Reason: If you promise a real plot, I'm there.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Please Check this Dlg Script in Blades of Avernum Editor
Warrior
Member # 1250
Profile #5
Fantastic! I was so wound up looking for missing quotation marks and semicolons at the end of lines that I missed that in the beginning. I must have hit that little key when I punched the TAB key to indent.

Thanks to everyone. I mean that!
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Please Check this Dlg Script in Blades of Avernum
Warrior
Member # 1250
Profile #5
Fantastic! I was so wound up looking for missing quotation marks and semicolons at the end of lines that I missed that in the beginning. I must have hit that little key when I punched the TAB key to indent.

Thanks to everyone. I mean that!
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Please Check this Dlg Script in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
I'm going nuts trying to catch my mistake, here. I tried to script all the dialogue for one character in one fell swoop, and now I can't figure out where the error is. BoA gives me error message "Invalid character in" what, upon checking, is the very last line. (That reminds me, can anybody tell me how BoA numbers the lines in the text? The lines seem to be very high numbers, compared to the total document length) I 've gone over the whole thing, looking for parts where I maybe punched the wrong key, to no avail. Here's an abbreviated version of my code:

begintalknode 22;
state = -1;
personality = 10;
nextstate = 7;
question = "Ssev";
text1 = "Text.";
text2 = "_Character talking._";
text5 = "Text.";
action = INTRO;

begintalknode 23;
state = 7;
personality = 10;
nextstate = -1;
condition = get_flag(0,3) == 0;
question = "Text.";

begintalknode 24;
state = 7;
personality = 10;
nextstate = -1;
condition = get_flag(0,3) > 0;
question = "Question?";
text1 = "_Dialogue._";
text2 = "More dialogue!";
text3 = "_Yet more dialogue._";

begintalknode 25;
state = 7;
personality = 10;
nextstate = 8;
condition = get_flag(0,3) > 0;
question = "Question?";
text1 = "_Dialogue._";
text2 = "_More dialogue._";

begintalknode 26;
state = 8;
personality = 10;
nextstate = -1;
question = "Question?";
` text1 = "_Dialogue._";
text2 = "_La-dee-da_...";
text3 = "More dialogue.";

begintalknode 27;
state = 8;
personality = 10;
nextstate = -1;
question = "Question?";
text1 = "Dialogue.";

begintalknode 28;
state = 7;
personality = 10;
nextstate = 9;
condition = get_flag(0,3) > 0;
question = "Question?";
text1 = "_Dialogue._";

begintalknode 29;
state = 9;
personality = 10;
nextstate = 10;
question = "Question?";
text1 = "Dialogue.";

begintalknode 30;
state = 10;
personality = 10;
nextstate = -1;
question = "Question?";
text1 = "_Dialogue._";
text2 = "_Dialogue._";

begintalknode 31;
state = 10;
personality = 10;
nextstate = -1;
question = "Question?";
text1 = "_Dialogue._";
text2 = "_More Dialogue._";
text3 = "_Dialogue again._";

begintalknode 32;
state = 10;
personality = 10;
nextstate = -1;
question = "Question?";
text1 = "_Dialogue._";

In abbrieviating this for posting, I tried my best not to modify anything outside of the quotation marks at the ends of each line of question/dialogue piece.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Please Check this Dlg Script in Blades of Avernum
Warrior
Member # 1250
Profile #0
I'm going nuts trying to catch my mistake, here. I tried to script all the dialogue for one character in one fell swoop, and now I can't figure out where the error is. BoA gives me error message "Invalid character in" what, upon checking, is the very last line. (That reminds me, can anybody tell me how BoA numbers the lines in the text? The lines seem to be very high numbers, compared to the total document length) I 've gone over the whole thing, looking for parts where I maybe punched the wrong key, to no avail. Here's an abbreviated version of my code:

begintalknode 22;
state = -1;
personality = 10;
nextstate = 7;
question = "Ssev";
text1 = "Text.";
text2 = "_Character talking._";
text5 = "Text.";
action = INTRO;

begintalknode 23;
state = 7;
personality = 10;
nextstate = -1;
condition = get_flag(0,3) == 0;
question = "Text.";

begintalknode 24;
state = 7;
personality = 10;
nextstate = -1;
condition = get_flag(0,3) > 0;
question = "Question?";
text1 = "_Dialogue._";
text2 = "More dialogue!";
text3 = "_Yet more dialogue._";

begintalknode 25;
state = 7;
personality = 10;
nextstate = 8;
condition = get_flag(0,3) > 0;
question = "Question?";
text1 = "_Dialogue._";
text2 = "_More dialogue._";

begintalknode 26;
state = 8;
personality = 10;
nextstate = -1;
question = "Question?";
` text1 = "_Dialogue._";
text2 = "_La-dee-da_...";
text3 = "More dialogue.";

begintalknode 27;
state = 8;
personality = 10;
nextstate = -1;
question = "Question?";
text1 = "Dialogue.";

begintalknode 28;
state = 7;
personality = 10;
nextstate = 9;
condition = get_flag(0,3) > 0;
question = "Question?";
text1 = "_Dialogue._";

begintalknode 29;
state = 9;
personality = 10;
nextstate = 10;
question = "Question?";
text1 = "Dialogue.";

begintalknode 30;
state = 10;
personality = 10;
nextstate = -1;
question = "Question?";
text1 = "_Dialogue._";
text2 = "_Dialogue._";

begintalknode 31;
state = 10;
personality = 10;
nextstate = -1;
question = "Question?";
text1 = "_Dialogue._";
text2 = "_More Dialogue._";
text3 = "_Dialogue again._";

begintalknode 32;
state = 10;
personality = 10;
nextstate = -1;
question = "Question?";
text1 = "_Dialogue._";

In abbrieviating this for posting, I tried my best not to modify anything outside of the quotation marks at the ends of each line of question/dialogue piece.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Needing Betatesters in Blades of Avernum
Warrior
Member # 1250
Profile #8
Guardian of Eternity (my Spiderweb board name's all right for credit purposes, eh?)

guardian_of_eternity@hotmail.com

Windows (XP) !!!
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Feedback on Dungeons in Blades of Avernum Editor
Warrior
Member # 1250
Profile #21
Hmm... plenty to say. In the bandit hideout, most people here are right: The setup doesn't make it tough to get to (most of) the good treasure.

As for the slime cave, I agree about blocked spaces and expanding the dungeon. Two secret passages was not enough.

In general, in both places, I'd recommend more "scene-setting," i.e. make places look more lived-in, even if they're lived in by monsters. Little stuff counts, you know?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Feedback on Dungeons in Blades of Avernum
Warrior
Member # 1250
Profile #21
Hmm... plenty to say. In the bandit hideout, most people here are right: The setup doesn't make it tough to get to (most of) the good treasure.

As for the slime cave, I agree about blocked spaces and expanding the dungeon. Two secret passages was not enough.

In general, in both places, I'd recommend more "scene-setting," i.e. make places look more lived-in, even if they're lived in by monsters. Little stuff counts, you know?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Unlocking Doors from Dialogue in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
Er... forget about this topic. I didn't notice the similar topic a few slots away. Apologies.

[ Sunday, August 08, 2004 20:06: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Unlocking Doors from Dialogue in Blades of Avernum
Warrior
Member # 1250
Profile #0
Er... forget about this topic. I didn't notice the similar topic a few slots away. Apologies.

[ Sunday, August 08, 2004 20:06: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
*sigh* Slith Powwow in Blades of Avernum Editor
Warrior
Member # 1250
Profile #7
Not to stop anyone from debating, here, but I think I've got my plot troubles hammered out.

Surface sliths it is. Probably descendants of a *part* of the group exiled to Avernum. Their ancestors just... took a wrong turn, or something. Or were exiled to the harsh, unforgiving desert of my scenario.

Which brings me to what I've figured out to make it plausible that the Empire hasn't cleansed them. The desert sliths are the only ones who know how to survive in the desert, to get to valuable resources without dying of dehydration, or monsters, or what have you.

Anyhow, thanks for the information, and I'll probably use a lot of this stuff, to weave into my plot.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
*sigh* Slith Powwow in Blades of Avernum
Warrior
Member # 1250
Profile #7
Not to stop anyone from debating, here, but I think I've got my plot troubles hammered out.

Surface sliths it is. Probably descendants of a *part* of the group exiled to Avernum. Their ancestors just... took a wrong turn, or something. Or were exiled to the harsh, unforgiving desert of my scenario.

Which brings me to what I've figured out to make it plausible that the Empire hasn't cleansed them. The desert sliths are the only ones who know how to survive in the desert, to get to valuable resources without dying of dehydration, or monsters, or what have you.

Anyhow, thanks for the information, and I'll probably use a lot of this stuff, to weave into my plot.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
*sigh* Slith Powwow in Blades of Avernum Editor
Warrior
Member # 1250
Profile #2
Hmm... I knew most of that stuff, but I appreciate you saying so. I did ask for all of it. Plus I need to start small. I've got a lot of sliths in my in-progress scenario... surface sliths. I'm working on backstory and things.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
*sigh* Slith Powwow in Blades of Avernum
Warrior
Member # 1250
Profile #2
Hmm... I knew most of that stuff, but I appreciate you saying so. I did ask for all of it. Plus I need to start small. I've got a lot of sliths in my in-progress scenario... surface sliths. I'm working on backstory and things.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
*sigh* Slith Powwow in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
I really hate doing this... as a prospective scenario designer, I feel like I've already given too much of my inner thinking away for my scenario to be fresh and surprising...

And secondly, I'm aware that my posts are *slightly* er... unfit for this category. But I figure that most of the people who have gotten to the point where they're itching to design their own scenarios probably knows something about the Avernum games in general.

So, on to my all-important question... What do we know about the sliths, so far? If you can direct me to information about them, or tell me in this thread, that's what I'm looking for, please.

I know a lot of this stuff. I've researched, and played all three Avernum games. But I want all my ducks in a row, here, so if you'd all be so kind...
Posts: 93 | Registered: Saturday, June 1 2002 07:00
*sigh* Slith Powwow in Blades of Avernum
Warrior
Member # 1250
Profile #0
I really hate doing this... as a prospective scenario designer, I feel like I've already given too much of my inner thinking away for my scenario to be fresh and surprising...

And secondly, I'm aware that my posts are *slightly* er... unfit for this category. But I figure that most of the people who have gotten to the point where they're itching to design their own scenarios probably knows something about the Avernum games in general.

So, on to my all-important question... What do we know about the sliths, so far? If you can direct me to information about them, or tell me in this thread, that's what I'm looking for, please.

I know a lot of this stuff. I've researched, and played all three Avernum games. But I want all my ducks in a row, here, so if you'd all be so kind...
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor
Warrior
Member # 1250
Profile #6
*Actually*...

I was thinking about having water consumed *only* when resting... Although I'll admit that that's not very realistic.

I'm in talks with another member on this board, named Dahak. I don't know if he's made any posts that you could read... I'll have to check on that.

Anyhow, he and I have a mutual interest in desert-type scenarios, right now. We've talked a bit about having a special item called a "flask"... the party can obtain "empty flasks" in dungeons/from NPC encounters, et cetera... And can fill the "empty flasks" at certain water holes. This makes it an interesting necessity to do some snooping around the beginning of the scenario to collect "empty flasks." Eventually someone will pound out a script piece that times consumption by movement outdoors, to be edited depending on the distances between watering holes in different scenarios.

I know that since special items have no weight, *that* aspect isn't realistic. But if the "full flask"/"empty flask" thing could be done with regular items, I guess that's acceptable. Being able to refill makes it feasible to have a weighty set of items, since a party doesn't have to carry a whole lot of them to get anywhere... so long as they plan wisely and refill at key points.
Posts: 93 | Registered: Saturday, June 1 2002 07:00

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