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Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum
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
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
All right... this is completely foreign to me... this probably screws around with the game engine itself...

I've had suggestions about water depletion in a desert scenario. Is it possible to tie an item, *any* item, besides food, into the requirements for rest?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum
Warrior
Member # 1250
Profile #0
All right... this is completely foreign to me... this probably screws around with the game engine itself...

I've had suggestions about water depletion in a desert scenario. Is it possible to tie an item, *any* item, besides food, into the requirements for rest?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Exit Town Coordinates in Blades of Avernum Editor
Warrior
Member # 1250
Profile #2
Thanks for putting up with this... I should have realized I had the Starting Location for the outdoors in the (x=0,y=0) outdoor chunk, thus forcing my party to start there. Thanks again.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Exit Town Coordinates in Blades of Avernum
Warrior
Member # 1250
Profile #2
Thanks for putting up with this... I should have realized I had the Starting Location for the outdoors in the (x=0,y=0) outdoor chunk, thus forcing my party to start there. Thanks again.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Exit Town Coordinates in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
I have a total of twenty-five outdoor chunks, arranged in a five by five square. I placed my starting town in (x=0,y=3) chunk (west edge, north of center).

Whenever my party exits the town (in tests), I cannot see the terrain stuff I put up to signify this town on the outdoor map. I have the sinking suspicion that I'm exiting in the (x=0,y=0) chunk of my total outdoor area. I know I can go to the town details in the editor and tell the program where I want my party to exit, but what's the coordinate adjustment for the(x=0,y=3) chunk of outdoors? When I look at any outdoor chunk in the editor, the center is always 24,24, in all of them... I suspect I've stopped making much sense, but if anyone can tell me how I've screwed up, I'd appreciate it.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Exit Town Coordinates in Blades of Avernum
Warrior
Member # 1250
Profile #0
I have a total of twenty-five outdoor chunks, arranged in a five by five square. I placed my starting town in (x=0,y=3) chunk (west edge, north of center).

Whenever my party exits the town (in tests), I cannot see the terrain stuff I put up to signify this town on the outdoor map. I have the sinking suspicion that I'm exiting in the (x=0,y=0) chunk of my total outdoor area. I know I can go to the town details in the editor and tell the program where I want my party to exit, but what's the coordinate adjustment for the(x=0,y=3) chunk of outdoors? When I look at any outdoor chunk in the editor, the center is always 24,24, in all of them... I suspect I've stopped making much sense, but if anyone can tell me how I've screwed up, I'd appreciate it.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Decent Plot Hook in Blades of Avernum Editor
Warrior
Member # 1250
Profile #9
See... I had the slith idea, too!! Hah, if only I could figure out a way for some vahnatai to be hiding out there. Maybe some caves would work.

Anyhow... since this has turned into a great sounding board for these ideas, and since you mentioned lots of non-humans, I thought about having some of the regular, Empire-imported residents being non-humans, i.e. some kind of work-release (more work and less release) from Empire research centers, et cetera. I'm sure that if the Empire was hard up for regular settlers, and wanted some... beings who would be able to survive well in the deserts, keeping an eye on things... They might send in some non-humans. Is this a good idea, or not? I don't intend for *everybody* to be non-human, but perhaps more of a non-human showing than in typical Empire lands.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Decent Plot Hook in Blades of Avernum
Warrior
Member # 1250
Profile #9
See... I had the slith idea, too!! Hah, if only I could figure out a way for some vahnatai to be hiding out there. Maybe some caves would work.

Anyhow... since this has turned into a great sounding board for these ideas, and since you mentioned lots of non-humans, I thought about having some of the regular, Empire-imported residents being non-humans, i.e. some kind of work-release (more work and less release) from Empire research centers, et cetera. I'm sure that if the Empire was hard up for regular settlers, and wanted some... beings who would be able to survive well in the deserts, keeping an eye on things... They might send in some non-humans. Is this a good idea, or not? I don't intend for *everybody* to be non-human, but perhaps more of a non-human showing than in typical Empire lands.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Feedback on Dungeons in Blades of Avernum Editor
Warrior
Member # 1250
Profile #20
I'm out of scenarios to play... so I might as well put up my e-mail, if you're still sending this... guardian_of_eternity@hotmail.com.

Please include a nice, flashy title line. My junk filter is intense.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Feedback on Dungeons in Blades of Avernum
Warrior
Member # 1250
Profile #20
I'm out of scenarios to play... so I might as well put up my e-mail, if you're still sending this... guardian_of_eternity@hotmail.com.

Please include a nice, flashy title line. My junk filter is intense.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Shifting Sands? in Blades of Avernum Editor
Warrior
Member # 1250
Profile #6
All right, here's the deal for all you inquiring minds. I'd like the terrain to shift every time the outdoor section is re-initialized, i.e. when adventurers emerge from a town/dungeon. It would only be certain sections; I want to keep some sections... er... stable, for dungeon entrances, et cetera.

This is going to take plenty of experimenting. I'm gearing up for making the overworld of my scenario... besides this terrain business, I'm looking to absorb plenty of information about wandering monsters, and a night/day cycle for my desert setting.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Shifting Sands? in Blades of Avernum
Warrior
Member # 1250
Profile #6
All right, here's the deal for all you inquiring minds. I'd like the terrain to shift every time the outdoor section is re-initialized, i.e. when adventurers emerge from a town/dungeon. It would only be certain sections; I want to keep some sections... er... stable, for dungeon entrances, et cetera.

This is going to take plenty of experimenting. I'm gearing up for making the overworld of my scenario... besides this terrain business, I'm looking to absorb plenty of information about wandering monsters, and a night/day cycle for my desert setting.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Shifting Sands? in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
Is it possible to randomly change the height of outdoor floors (to create a shifting landscape)?

For cosmetic purposes, I wouldn't want to do it to *every* floor tile outdoors, but key ones with autohills on when the outdoor sections initialize might get the right effect...

Question: is it possible?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Shifting Sands? in Blades of Avernum
Warrior
Member # 1250
Profile #0
Is it possible to randomly change the height of outdoor floors (to create a shifting landscape)?

For cosmetic purposes, I wouldn't want to do it to *every* floor tile outdoors, but key ones with autohills on when the outdoor sections initialize might get the right effect...

Question: is it possible?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Decent Plot Hook in Blades of Avernum Editor
Warrior
Member # 1250
Profile #5
All right... looks like some of the big-hitters of this forum category have chimed in... which, by the way, I appreciate. You guys seem like real pros, and I'm probably going to need plenty more help once I really fire up with making my scenario.

Now, to wrap up all the replies I've gotten, so far... I'll end up setting this on a "conquered" continent, pretty much postulating that the Empire passed over this region for some as yet (for me) undiscovered reason. I had not thought of the "natives" idea... that's not a bad one, not at all. I may have to steal it. I did some thinking of my own about this, and I came up with the "gold rush" kind of idea, myself.

I have a really wacky idea... I'm not sure if I want to post it, here. You guys have mentioned magical research... but what if said magical research was on such a large *scale* that it changed the desert in some way. Not really "Geneforge 2" of terraforming, but just lowering the temperature... Icy dungeons in a desert just sound intriguing to me.

Anyhow... In general, the "gold rush" thing does jive with my current subtheme of my prospective scenario... Wild West, sort of. If you think about it, plenty of the traditional Avernum stuff fits just fine. Horses, rats, wolves, rope (item), hitching posts and wooden walls (terrain)... the list goes on.

[ Tuesday, August 03, 2004 08:53: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Decent Plot Hook in Blades of Avernum
Warrior
Member # 1250
Profile #5
All right... looks like some of the big-hitters of this forum category have chimed in... which, by the way, I appreciate. You guys seem like real pros, and I'm probably going to need plenty more help once I really fire up with making my scenario.

Now, to wrap up all the replies I've gotten, so far... I'll end up setting this on a "conquered" continent, pretty much postulating that the Empire passed over this region for some as yet (for me) undiscovered reason. I had not thought of the "natives" idea... that's not a bad one, not at all. I may have to steal it. I did some thinking of my own about this, and I came up with the "gold rush" kind of idea, myself.

I have a really wacky idea... I'm not sure if I want to post it, here. You guys have mentioned magical research... but what if said magical research was on such a large *scale* that it changed the desert in some way. Not really "Geneforge 2" of terraforming, but just lowering the temperature... Icy dungeons in a desert just sound intriguing to me.

Anyhow... In general, the "gold rush" thing does jive with my current subtheme of my prospective scenario... Wild West, sort of. If you think about it, plenty of the traditional Avernum stuff fits just fine. Horses, rats, wolves, rope (item), hitching posts and wooden walls (terrain)... the list goes on.

[ Tuesday, August 03, 2004 08:53: Message edited by: Guardian of Eternity ]
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Decent Plot Hook in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
Unlike my last few posts, this one is more storyline/scenario stuff than code.

In the Avernum storyline of which I know, Valorim was the last "uncivilized" continent, and it has been "tamed" by now. Plus, A3 was set there, so I can't really put my scenario there.

I want to set my scenario in a desert which is being colonized. I want your ideas about a) why the Empire *wouldn't* colonize this desert area, and b) why they would *start* to colonize this desert. I can think this stuff up for myself, (in fact I have some ideas already) but I thought I could poll some people, too. So... have at it, already.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Decent Plot Hook in Blades of Avernum
Warrior
Member # 1250
Profile #0
Unlike my last few posts, this one is more storyline/scenario stuff than code.

In the Avernum storyline of which I know, Valorim was the last "uncivilized" continent, and it has been "tamed" by now. Plus, A3 was set there, so I can't really put my scenario there.

I want to set my scenario in a desert which is being colonized. I want your ideas about a) why the Empire *wouldn't* colonize this desert area, and b) why they would *start* to colonize this desert. I can think this stuff up for myself, (in fact I have some ideas already) but I thought I could poll some people, too. So... have at it, already.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Check Dlg. Script For Bugs (esp. "line 67") in Blades of Avernum Editor
Warrior
Member # 1250
Profile #3
Thanks... I still feel like an idiot, doing this stuff by looking at examples and then trying to modify them for my own purposes. But I guess it's better than nothing...
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Check Dlg. Script For Bugs (esp. "line 67") in Blades of Avernum
Warrior
Member # 1250
Profile #3
Thanks... I still feel like an idiot, doing this stuff by looking at examples and then trying to modify them for my own purposes. But I guess it's better than nothing...
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Check Dlg. Script For Bugs (esp. "line 67") in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
Dialogue script for my first self-scripted town. Keep getting error message: "Missing semicolon in line 67." I used Programmer's Notebook to jump to line 67, but there are no errors. I'd guess that the problem is more around command begintalknode 4 & 5, since those are commands that are new to me, which I've just tried this once.

begintalkscript;

variables;

body;

begintalknode 1;
state = -1;
personality = 0;
nextstate = 2;
question = "Captain Jenkins";
text1 = "Before you stands a tall, dashing man in military dress. He gazes out on the harsh desert. When you enter, he says, _Hello, adventurers. What do you want?_";

begintalknode 2;
state = 2;
personality = 0;
nextstate = 3;
question = "What is this place?";
text1 = "_This is Expoville. It's an experimental town, full of crazy stuff. Just look around. Crazy stuff. Yup. There it is._";

begintalknode 3;
state = 3;
personality = 0;
nextstate = -1;
question = "Oh, I see, then.";
text1 = "Captain Jenkins continues to fix his intense gaze on you, waiting for you to do or say something. Even if it's leaving his building.";

begintalknode 4;
state = 2;
personality = 0;
nextstate = -1;
question = "Do you have any quests that I can do?";
text1 = "_Yes. Go talk to the dog._";
action = toggle_quest(0,1);

begintalknode 5;
state = 2;
personality = 0;
nextstate = -1;
condition = get_flag(0,1) == 1;
question = "I talked to the dog.";
text1 = "Good work! You get no experience, or gold.";
text2 = "But you have programmed well, and I am printing a little message in the box below.";
action = {toggle_quest(0,0);
print_str("You completed your first quest!");
print_str("Good programming!");
}

begintalknode 6;
state = 10;
personality = 1;
nextstate = 11;
question = "Starvin' Marvin";
text1 = "A ragged, crazy-looking man is hiding back here.";

begintalknode 7;
state = 11;
personality = 1;
nextstate = 12;
question = "How did you get back here?";
text1 = "_How did *you* get back here?_";

begintalknode 8;
state = 11;
personality = 1;
nextstate = 13;
question = "Are you hungry?";
text1 = "_You bet!_";

begintalknode 9;
state = 12;
personality = 1;
nextstate = -1;
question = "Stare him down.";
text1 = "Starvin' Marvin stares right back at you.";

begintalknode 10;
state = 13;
personality = 1;
nextstate = -1;
question = "I don't have any food.";
text1 = "Marvin looks dejected, and goes back to sitting on his sleeping pad, muttering to himself.";

begintalknode 11;
state = 20;
personality = 2;
question = "Dog";
text1 = "The dog looks at you.";
action = {set_flag(0,1,1);
play_sound(173);
}

begintalknode 12;
state = 30;
personality = 3;
question = "Cow";
text1 = "The cow looks at you... and licks its lips!";
action = play_sound(172);

A last note--unless you find something horribly wrong with my script, I'd rather bumble through this myself, to figure out all the optimizing points, et cetera. In other words, I'd appreciate it if nobody tried to completely re-script this for me.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Check Dlg. Script For Bugs (esp. "line 67") in Blades of Avernum
Warrior
Member # 1250
Profile #0
Dialogue script for my first self-scripted town. Keep getting error message: "Missing semicolon in line 67." I used Programmer's Notebook to jump to line 67, but there are no errors. I'd guess that the problem is more around command begintalknode 4 & 5, since those are commands that are new to me, which I've just tried this once.

begintalkscript;

variables;

body;

begintalknode 1;
state = -1;
personality = 0;
nextstate = 2;
question = "Captain Jenkins";
text1 = "Before you stands a tall, dashing man in military dress. He gazes out on the harsh desert. When you enter, he says, _Hello, adventurers. What do you want?_";

begintalknode 2;
state = 2;
personality = 0;
nextstate = 3;
question = "What is this place?";
text1 = "_This is Expoville. It's an experimental town, full of crazy stuff. Just look around. Crazy stuff. Yup. There it is._";

begintalknode 3;
state = 3;
personality = 0;
nextstate = -1;
question = "Oh, I see, then.";
text1 = "Captain Jenkins continues to fix his intense gaze on you, waiting for you to do or say something. Even if it's leaving his building.";

begintalknode 4;
state = 2;
personality = 0;
nextstate = -1;
question = "Do you have any quests that I can do?";
text1 = "_Yes. Go talk to the dog._";
action = toggle_quest(0,1);

begintalknode 5;
state = 2;
personality = 0;
nextstate = -1;
condition = get_flag(0,1) == 1;
question = "I talked to the dog.";
text1 = "Good work! You get no experience, or gold.";
text2 = "But you have programmed well, and I am printing a little message in the box below.";
action = {toggle_quest(0,0);
print_str("You completed your first quest!");
print_str("Good programming!");
}

begintalknode 6;
state = 10;
personality = 1;
nextstate = 11;
question = "Starvin' Marvin";
text1 = "A ragged, crazy-looking man is hiding back here.";

begintalknode 7;
state = 11;
personality = 1;
nextstate = 12;
question = "How did you get back here?";
text1 = "_How did *you* get back here?_";

begintalknode 8;
state = 11;
personality = 1;
nextstate = 13;
question = "Are you hungry?";
text1 = "_You bet!_";

begintalknode 9;
state = 12;
personality = 1;
nextstate = -1;
question = "Stare him down.";
text1 = "Starvin' Marvin stares right back at you.";

begintalknode 10;
state = 13;
personality = 1;
nextstate = -1;
question = "I don't have any food.";
text1 = "Marvin looks dejected, and goes back to sitting on his sleeping pad, muttering to himself.";

begintalknode 11;
state = 20;
personality = 2;
question = "Dog";
text1 = "The dog looks at you.";
action = {set_flag(0,1,1);
play_sound(173);
}

begintalknode 12;
state = 30;
personality = 3;
question = "Cow";
text1 = "The cow looks at you... and licks its lips!";
action = play_sound(172);

A last note--unless you find something horribly wrong with my script, I'd rather bumble through this myself, to figure out all the optimizing points, et cetera. In other words, I'd appreciate it if nobody tried to completely re-script this for me.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
begintalknode Question in Blades of Avernum Editor
Warrior
Member # 1250
Profile #0
Do my talknodes have to be consecutive, in my dialogue scripts?
I just went to modify one of my towns, so that I can run my "Quest Giving" experiment, and I noticed that it's a pain to have to change all subsequent talknodes if I add in a piece of dialogue to a character. So, to reiterate my question, do my talknodes have to be consecutive (so long as my characters call the correct node to begin with, and all the *state* numbers in the dialogue are correct)?

By the way, I am elated that I'm starting to really *pick up* this stuff, from the documentation and reading scripts from the provided Spiderweb scenarios.
Posts: 93 | Registered: Saturday, June 1 2002 07:00
begintalknode Question in Blades of Avernum
Warrior
Member # 1250
Profile #0
Do my talknodes have to be consecutive, in my dialogue scripts?
I just went to modify one of my towns, so that I can run my "Quest Giving" experiment, and I noticed that it's a pain to have to change all subsequent talknodes if I add in a piece of dialogue to a character. So, to reiterate my question, do my talknodes have to be consecutive (so long as my characters call the correct node to begin with, and all the *state* numbers in the dialogue are correct)?

By the way, I am elated that I'm starting to really *pick up* this stuff, from the documentation and reading scripts from the provided Spiderweb scenarios.
Posts: 93 | Registered: Saturday, June 1 2002 07:00

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