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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Need Help Making Dialogue Work in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Thursday, July 29 2004 18:20
Profile
Whoops... Sorry about that mistake, with the memory *cells.* I'm getting a handle on terminology, too. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Need Help Making Dialogue Work in Blades of Avernum | |
Warrior
Member # 1250
|
written Thursday, July 29 2004 18:20
Profile
Whoops... Sorry about that mistake, with the memory *cells.* I'm getting a handle on terminology, too. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Need Help Making Dialogue Work in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Thursday, July 29 2004 18:07
Profile
Thanks again for the help. I'm getting this, little by little... I've just been reading up on the SDFs... rather important stuff, there. You mentioned that the memory states... 1 & 2, I think, comprise the SDF that's set upon the creature's demise... Incidentally, I don't need to set an SDF to be changed on the demise of *every* creature, do I? I'd expect that it's necessary for boss creatures, and perhaps friendly NPCS... But, hey, I'm the new guy, here, right? Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Need Help Making Dialogue Work in Blades of Avernum | |
Warrior
Member # 1250
|
written Thursday, July 29 2004 18:07
Profile
Thanks again for the help. I'm getting this, little by little... I've just been reading up on the SDFs... rather important stuff, there. You mentioned that the memory states... 1 & 2, I think, comprise the SDF that's set upon the creature's demise... Incidentally, I don't need to set an SDF to be changed on the demise of *every* creature, do I? I'd expect that it's necessary for boss creatures, and perhaps friendly NPCS... But, hey, I'm the new guy, here, right? Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Need Help Making Dialogue Work in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Thursday, July 29 2004 11:06
Profile
Hah... all right, I'll once again show my extreme neophyte status, here, but I've been wondering what's with all the memory cell stuff. From the documentation, I've gathered that it's important in lots of stuff, and while I understand the idea of storing and retrieving intergers for running code, I wasn't exactly sure what each of the designations in the memory cells *stood for.* Thanks for the help. Recommended help sources are noted, too... I'll hunt around in those when I start my next run of experimental learning stuff. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Need Help Making Dialogue Work in Blades of Avernum | |
Warrior
Member # 1250
|
written Thursday, July 29 2004 11:06
Profile
Hah... all right, I'll once again show my extreme neophyte status, here, but I've been wondering what's with all the memory cell stuff. From the documentation, I've gathered that it's important in lots of stuff, and while I understand the idea of storing and retrieving intergers for running code, I wasn't exactly sure what each of the designations in the memory cells *stood for.* Thanks for the help. Recommended help sources are noted, too... I'll hunt around in those when I start my next run of experimental learning stuff. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Need Help Making Dialogue Work in Blades of Avernum Editor | |
Warrior
Member # 1250
|
written Thursday, July 29 2004 10:22
Profile
I am completely new to Blades of Avernum. I never had Blades of Exile, although I have a tiny amount of experience with C+, and I've wrapped my head around some of the simpler ideas of Avernumscript. I'm working with the standard editor that I got from Spiderweb's site. I'm running a bunch of little tiny experiments editing the script for my experimental town, Expoville. My first question is about dialogue. I have a super-limited town script (t2expoville.txt), with all the basic states, and I have the town dialogue script (t2expovilledlg.txt) which *seems* in order. Since I've already defined the name of the one character inhabiting my town (in my town script), what else do I need to put in the main town script to get the dialogue to work? Apologies for being so generic. I suppose I ought to post my scripts... I'll do it after a reply or two. [ Thursday, July 29, 2004 10:24: Message edited by: Guardian of Eternity ] Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Need Help Making Dialogue Work in Blades of Avernum | |
Warrior
Member # 1250
|
written Thursday, July 29 2004 10:22
Profile
I am completely new to Blades of Avernum. I never had Blades of Exile, although I have a tiny amount of experience with C+, and I've wrapped my head around some of the simpler ideas of Avernumscript. I'm working with the standard editor that I got from Spiderweb's site. I'm running a bunch of little tiny experiments editing the script for my experimental town, Expoville. My first question is about dialogue. I have a super-limited town script (t2expoville.txt), with all the basic states, and I have the town dialogue script (t2expovilledlg.txt) which *seems* in order. Since I've already defined the name of the one character inhabiting my town (in my town script), what else do I need to put in the main town script to get the dialogue to work? Apologies for being so generic. I suppose I ought to post my scripts... I'll do it after a reply or two. [ Thursday, July 29, 2004 10:24: Message edited by: Guardian of Eternity ] Posts: 93 | Registered: Saturday, June 1 2002 07:00 |