Profile for Abu Dhabi

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Outdoor Special Encounter in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #8
Where should I put run_dialog(1)?

Right after reset_dialog() or somewhere else?

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Outdoor Special Encounter in Blades of Avernum Editor
Warrior
Member # 1451
Profile Homepage #6
Come again?

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Outdoor Special Encounter in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #6
Come again?

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Outdoor Special Encounter in Blades of Avernum Editor
Warrior
Member # 1451
Profile Homepage #4
My code, revised:

beginstate 12; // This is supposed to check SDFs
// and items
if ((get_flag(1,1) == 1) && (get_flag(1,2) == 0))
{
set_state_continue(13);
}
if (get_flag(1,2) == 1)
{
set_state_continue(14);
}
if ((has_item(377) == 1) && (get_flag(1,2) == 0))
{
set_state_continue(15);
}
if (get_flag(1,1) == 0)
{
set_state_continue(16);
}

break;

beginstate 13; // Been here before, not finished
// the quest
reset_dialog();
add_dialog_str(0,"Incomplete.",0);
add_dialog_choice(0,"Uh huh.");
break;

beginstate 14; // Been here before, finished the
// quest
reset_dialog();
add_dialog_str(0,"Completed.",0);
add_dialog_choice(0,"Uh huh.");
break;

beginstate 15; // Have the right item, rewardng
// now
reset_dialog();
add_dialog_str(0,"Completing.",0);
add_dialog_str(1,"_Thanks._");
add_dialog_choice(0,"Ok.");
take_item(377);
award_party_xp(5,1);
reward_give(248);
set_flag(1,2,1);
break;

beginstate 16; // This sould be the first after
// the SDF check but I think it will work anyhow,
// as long as the SDF check is correct
// This describes the first visit to the encounter
reset_dialog();
add_dialog_str(0,"Description.",0);
add_dialog_str(1,"Description.",0);
add_dialog_str(2,"Description.",0);
add_dialog_str(3,"_Bring._",0);
add_dialog_str(4,"_Ok?_",0);
add_dialog_choice(0,"Maybe.");
set_flag(1,1,1);
toggle_quest(1,1);
break;

Happy?

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Outdoor Special Encounter in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #4
My code, revised:

beginstate 12; // This is supposed to check SDFs
// and items
if ((get_flag(1,1) == 1) && (get_flag(1,2) == 0))
{
set_state_continue(13);
}
if (get_flag(1,2) == 1)
{
set_state_continue(14);
}
if ((has_item(377) == 1) && (get_flag(1,2) == 0))
{
set_state_continue(15);
}
if (get_flag(1,1) == 0)
{
set_state_continue(16);
}

break;

beginstate 13; // Been here before, not finished
// the quest
reset_dialog();
add_dialog_str(0,"Incomplete.",0);
add_dialog_choice(0,"Uh huh.");
break;

beginstate 14; // Been here before, finished the
// quest
reset_dialog();
add_dialog_str(0,"Completed.",0);
add_dialog_choice(0,"Uh huh.");
break;

beginstate 15; // Have the right item, rewardng
// now
reset_dialog();
add_dialog_str(0,"Completing.",0);
add_dialog_str(1,"_Thanks._");
add_dialog_choice(0,"Ok.");
take_item(377);
award_party_xp(5,1);
reward_give(248);
set_flag(1,2,1);
break;

beginstate 16; // This sould be the first after
// the SDF check but I think it will work anyhow,
// as long as the SDF check is correct
// This describes the first visit to the encounter
reset_dialog();
add_dialog_str(0,"Description.",0);
add_dialog_str(1,"Description.",0);
add_dialog_str(2,"Description.",0);
add_dialog_str(3,"_Bring._",0);
add_dialog_str(4,"_Ok?_",0);
add_dialog_choice(0,"Maybe.");
set_flag(1,1,1);
toggle_quest(1,1);
break;

Happy?

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Scenarios currently being worked on in Blades of Avernum Editor
Warrior
Member # 1451
Profile Homepage #58
quote:
Originally written by *i:

It only works if you have a history of releasing things. The people who talk about things are usually newbies or close to who never finish.[/QB]
I think there is a rule for that somewhere in the articles. About not making noise around your unborn scenario, I think.

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Scenarios currently being worked on in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #58
quote:
Originally written by *i:

It only works if you have a history of releasing things. The people who talk about things are usually newbies or close to who never finish.[/QB]
I think there is a rule for that somewhere in the articles. About not making noise around your unborn scenario, I think.

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Scenarios currently being worked on in Blades of Avernum Editor
Warrior
Member # 1451
Profile Homepage #55
Actually, someone could make a site with anonymous scenarios. I'm thinking about someone who has a rather large amount of space - some scenarios take serious MBs.

It could be done with aa upload form or just by mailig the maker of the site, and he'd do the putting manually.

As for the anonymousity and the contest, people could add a hidden signature somewhere in the scenario. Like, say, an encoded chunk of text somewhere in the readme which, if he/she wanted to reveal, he/she could just post a decoding mechanism.

Was I clear? Say something if I wasn't, I can't tell really.

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Scenarios currently being worked on in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #55
Actually, someone could make a site with anonymous scenarios. I'm thinking about someone who has a rather large amount of space - some scenarios take serious MBs.

It could be done with aa upload form or just by mailig the maker of the site, and he'd do the putting manually.

As for the anonymousity and the contest, people could add a hidden signature somewhere in the scenario. Like, say, an encoded chunk of text somewhere in the readme which, if he/she wanted to reveal, he/she could just post a decoding mechanism.

Was I clear? Say something if I wasn't, I can't tell really.

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Outdoor Special Encounter in Blades of Avernum Editor
Warrior
Member # 1451
Profile Homepage #2
That doesn't seem to fix it all the way. I now get a completely different error. Something about wrong numbers.

Anyway thanks.

PS: Do you have BoA bitmaps for those giant blue chickens? I could probably use them.

EDIT: I've noticed I missed a few ',0'. I placed them where they should be, now there is no error. It only works in a strange way -- no messages!

[ Tuesday, June 29, 2004 17:37: Message edited by: Abu Dhabi ]

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Outdoor Special Encounter in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #2
That doesn't seem to fix it all the way. I now get a completely different error. Something about wrong numbers.

Anyway thanks.

PS: Do you have BoA bitmaps for those giant blue chickens? I could probably use them.

EDIT: I've noticed I missed a few ',0'. I placed them where they should be, now there is no error. It only works in a strange way -- no messages!

[ Tuesday, June 29, 2004 17:37: Message edited by: Abu Dhabi ]

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Outdoor Special Encounter in Blades of Avernum Editor
Warrior
Member # 1451
Profile Homepage #0
My code:

beginstate 12;
if (get_flag(1,1) == 1) && (get_flag(1,2) == 0)
{
set_state_continue(13);
}
if (get_flag(1,2) == 1)
{
set_state_continue(14);
}
if (has_item(377) == 1) && (get_flag(1,2) == 0)
{
set_state_continue(15);
}
if (get_flag(1,1) == 0)
{
set_state_continue(16);
}

break;

beginstate 13;
reset_dialog();
add_dialog_str(0,"Uncomplete.");
add_dialog_choice(0,"Uh huh.");
break;

beginstate 14;
reset_dialog();
add_dialog_str(0,"Completed.");
add_dialog_choice(0,"Uh huh.");
break;

beginstate 15;
reset_dialog();
add_dialog_str(0,"Completing.");
add_dialog_str(1,"_Thanks._");
add_dialog_choice(0,"Ok.");
award_party_xp(5,1);
reward_give(248);
set_flag(1,2,1);
break;

beginstate 16;

reset_dialog();
add_dialog_str(0,"Description.",0);
add_dialog_str(1,"Description.",0);
add_dialog_str(2,"Description.",0);
add_dialog_str(3,"_Bring._",0);
add_dialog_str(4,"_Ok?_",0);
add_dialog_choice(0,"Maybe.");
set_flag(1,1,1);
toggle_quest(1,1);
break;

I want this to be an outdoor get_me_something_or_other quest. But something's wrong. I don't know where, because I have the error line number problem, but I know this: When I walk into the area it gives me the quest, when I return with the item it shows an error. It shows no messages.

Help me? Please?

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Outdoor Special Encounter in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #0
My code:

beginstate 12;
if (get_flag(1,1) == 1) && (get_flag(1,2) == 0)
{
set_state_continue(13);
}
if (get_flag(1,2) == 1)
{
set_state_continue(14);
}
if (has_item(377) == 1) && (get_flag(1,2) == 0)
{
set_state_continue(15);
}
if (get_flag(1,1) == 0)
{
set_state_continue(16);
}

break;

beginstate 13;
reset_dialog();
add_dialog_str(0,"Uncomplete.");
add_dialog_choice(0,"Uh huh.");
break;

beginstate 14;
reset_dialog();
add_dialog_str(0,"Completed.");
add_dialog_choice(0,"Uh huh.");
break;

beginstate 15;
reset_dialog();
add_dialog_str(0,"Completing.");
add_dialog_str(1,"_Thanks._");
add_dialog_choice(0,"Ok.");
award_party_xp(5,1);
reward_give(248);
set_flag(1,2,1);
break;

beginstate 16;

reset_dialog();
add_dialog_str(0,"Description.",0);
add_dialog_str(1,"Description.",0);
add_dialog_str(2,"Description.",0);
add_dialog_str(3,"_Bring._",0);
add_dialog_str(4,"_Ok?_",0);
add_dialog_choice(0,"Maybe.");
set_flag(1,1,1);
toggle_quest(1,1);
break;

I want this to be an outdoor get_me_something_or_other quest. But something's wrong. I don't know where, because I have the error line number problem, but I know this: When I walk into the area it gives me the quest, when I return with the item it shows an error. It shows no messages.

Help me? Please?

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
2 Questions/Problems in Blades of Avernum Editor
Warrior
Member # 1451
Profile Homepage #9
Another idea for naming creatures is defining it in the your_scenariodata.txt. Although it uses a creature slot, so I wouldn't recommend it for every day uses. Though bosses or the such could be defined like this.

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
2 Questions/Problems in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #9
Another idea for naming creatures is defining it in the your_scenariodata.txt. Although it uses a creature slot, so I wouldn't recommend it for every day uses. Though bosses or the such could be defined like this.

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Dialogue node problem - both options available in Blades of Avernum Editor
Warrior
Member # 1451
Profile Homepage #3
Wait one moment.

Now it doesn't show the second option at all. We're making progress but I'm still confused.

EDIT: I am even a bigger moron, forgot to undo my previous ideas and it didin't show because of them.

[ Monday, June 28, 2004 14:23: Message edited by: Abu Dhabi ]

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Dialogue node problem - both options available in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #3
Wait one moment.

Now it doesn't show the second option at all. We're making progress but I'm still confused.

EDIT: I am even a bigger moron, forgot to undo my previous ideas and it didin't show because of them.

[ Monday, June 28, 2004 14:23: Message edited by: Abu Dhabi ]

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Dialogue node problem - both options available in Blades of Avernum Editor
Warrior
Member # 1451
Profile Homepage #2
I am a moron.

Thank you for enlightening me.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Dialogue node problem - both options available in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #2
I am a moron.

Thank you for enlightening me.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Dialogue node problem - both options available in Blades of Avernum Editor
Warrior
Member # 1451
Profile Homepage #0
Here is my code:

begintalknode 4;
state = 2;
personality = 1;
nextstate = -1;
condition = get_flag(0,1) == 0;
question = "Ok.";
text1 = "Stuff1";
code =
set_flag(1,0,1);
toggle_quest(0,1);
change_coins(50);
break;

begintalknode 5;
state = 2;
personality = 1;
nextstate = -1;
condition = get_flag(0,1) == 0;
question = "No.";
text1 = "Stuff2";
code =
set_flag(1,0,1);
toggle_quest(0,1);
change_coins(20);
break;

I wish to make a dialogue with the choice to accept a quest or not. If you dissagree, you still get the quest, but with a lower budget. The problem is that when testing I could click both options, one after other.
Simulation:

Ok.->Stuff1->No.->Stuff2->End

I wanted it to be:

Ok.->Stuff1->End

or

No.->Stuff2->End

What's wrong with this picture? What am I doing wrong?

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Dialogue node problem - both options available in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #0
Here is my code:

begintalknode 4;
state = 2;
personality = 1;
nextstate = -1;
condition = get_flag(0,1) == 0;
question = "Ok.";
text1 = "Stuff1";
code =
set_flag(1,0,1);
toggle_quest(0,1);
change_coins(50);
break;

begintalknode 5;
state = 2;
personality = 1;
nextstate = -1;
condition = get_flag(0,1) == 0;
question = "No.";
text1 = "Stuff2";
code =
set_flag(1,0,1);
toggle_quest(0,1);
change_coins(20);
break;

I wish to make a dialogue with the choice to accept a quest or not. If you dissagree, you still get the quest, but with a lower budget. The problem is that when testing I could click both options, one after other.
Simulation:

Ok.->Stuff1->No.->Stuff2->End

I wanted it to be:

Ok.->Stuff1->End

or

No.->Stuff2->End

What's wrong with this picture? What am I doing wrong?

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Sounds Error in Blades of Avernum Editor
Warrior
Member # 1451
Profile Homepage #0
Is there a way to turn off the sound in the editor so it won't prompt me it can't play sounds?
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Sounds Error in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #0
Is there a way to turn off the sound in the editor so it won't prompt me it can't play sounds?
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Help for DwtD? Please? in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #4
One moment. Let me check that.

Checked. He's there.

I would have never thought I needed to step in the corner of the next room.

Thanks for the help.

[ Friday, June 25, 2004 14:04: Message edited by: Abu Dhabi ]

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00
Help for DwtD? Please? in Blades of Avernum
Warrior
Member # 1451
Profile Homepage #2
Say this is Vokhoh's castle.


--------------
| |
| |
| |
| |
| |
| X |
--------------


X - marks the door. If we speak of the same door then where is Vokhohs? He ISN'T in the rest of the castle.

--------------------
I am pleased to make contact with your entities.
Posts: 123 | Registered: Sunday, July 7 2002 07:00

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