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Floating terrain? in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #5
Without custom graphics the best is:

IMAGE(http://img.photobucket.com/albums/v208/Dahak/float.jpg)

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Floating terrain? in Blades of Avernum
Infiltrator
Member # 148
Profile #5
Without custom graphics the best is:

IMAGE(http://img.photobucket.com/albums/v208/Dahak/float.jpg)

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Manipulating Time. in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #8
... How do 3 flags give you 3125 days?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Manipulating Time. in Blades of Avernum
Infiltrator
Member # 148
Profile #8
... How do 3 flags give you 3125 days?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Manipulating Time. in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #4
The caves aren't dark. They have perpetual lighting. True, it isn't as bright as the surface, but by no means is it dark.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Manipulating Time. in Blades of Avernum
Infiltrator
Member # 148
Profile #4
The caves aren't dark. They have perpetual lighting. True, it isn't as bright as the surface, but by no means is it dark.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Inner Sea in Blades of Avernum
Infiltrator
Member # 148
Profile #10
quote:
Originally written by Imban:

Magical engines.
That would work... But how you go 'up' a waterfall?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Inner Sea in Blades of Avernum
Infiltrator
Member # 148
Profile #8
I meant by water. Imagine trying to portage a ship over land.... Heavy..

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Inner Sea in Blades of Avernum
Infiltrator
Member # 148
Profile #6
You do have to wonder. Without locks (or is it loch) how would you put a boat at a higher elevation?

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Early Beta Test: Edge of Cipirus in Blades of Avernum
Infiltrator
Member # 148
Profile #23
Name: Dahak
E-mail: pat.s.j@att.net
Reason: All reasons in life come down to "because".
Idiot/Lamer: Just bored.

Cipirus or Cyprus?

Edit: Macintosh...

[ Tuesday, August 10, 2004 08:26: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Vampire in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #6
The "classic rpg" vampire is able to turn into a mist, wolf, bat, or rat. They are vulnerable to fire, holy symbols (including holy water) created by truly holy people. To kill a vampire, the common methods are: drive a stake through the heart, chop off of the head, expose it to sunlight.

A vampire can be warded off (but not killed) by garlic.

They are NOT vulnerable to silver.

A vampire must drink blood to survive, and if a vampire mixes its blood with another, that one will become a vampire enslaved to the one who made it a vampire. An enslvaeed vampire is free when the master releases it (yeah right), or the master dies.

Vampires can any creature with mixed blood (even cats and dogs, but not common)

Any damage caused by anything except holy symbols, sunlight, and fire will regenerate over time.

A dead vampire turns to dust. Should blood be mixed into that dust, the vampire will ressurect.

The coffin of the vampire contains its burial dirt, and is where the vampire rests during the day.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Vampire in Blades of Avernum
Infiltrator
Member # 148
Profile #6
The "classic rpg" vampire is able to turn into a mist, wolf, bat, or rat. They are vulnerable to fire, holy symbols (including holy water) created by truly holy people. To kill a vampire, the common methods are: drive a stake through the heart, chop off of the head, expose it to sunlight.

A vampire can be warded off (but not killed) by garlic.

They are NOT vulnerable to silver.

A vampire must drink blood to survive, and if a vampire mixes its blood with another, that one will become a vampire enslaved to the one who made it a vampire. An enslvaeed vampire is free when the master releases it (yeah right), or the master dies.

Vampires can any creature with mixed blood (even cats and dogs, but not common)

Any damage caused by anything except holy symbols, sunlight, and fire will regenerate over time.

A dead vampire turns to dust. Should blood be mixed into that dust, the vampire will ressurect.

The coffin of the vampire contains its burial dirt, and is where the vampire rests during the day.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #16
I never read the whole appendix. I've been focusing on the graphics side of things. I wrote the code after a quick 5 minutes of searching the document.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum
Infiltrator
Member # 148
Profile #16
I never read the whole appendix. I've been focusing on the graphics side of things. I wrote the code after a quick 5 minutes of searching the document.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #14
Hey Guardian. I was flipping trough the docs to track/use water, and I came up with this. Anyone who wants to use/check it may feel free to so.

However, I cannot give back empty flasks, since all items slots may be full.

beginscenarioscript;

variables;
short sdf_water;

body;

beginstate START_SCEN_STATE
set_flag(0, 0, 0);
set_flag(0, 1, 0);
set_flag(0, 2, 0);
break;


beginstate START_STATE
//SDF 00 and 01 keep track of the turns. Since each SDF only goes to 255, and I need to go to 500...
sdf_water = (get_flag(0,0) + get_flag(0,1));

//Has 500 turns passed?
if (sdf_water >= 500)
{
set_flag(0,0,0);
set_flag(0,1,0);

//Has = true, Not have = false
if(has_item(<water item# goes here>)
{
print_str("You drink some water");
take_item(<water item# goes here>);

if (get_flag(0,2))
inc_flag(0,2, -2);
}
else
{
//Check/do dehydration damage
if (get_flag(0,2) == 0)
{
set_flag (0,2, 1);
damage_char(1000, 10, 4);
print_str ("Something goes here");
}
else if (get_flag (0,2) == 1)
{
set_flag (0,2, 2);
damage_char(1000, 20, 4);
print_str ("Something goes here");
}
else if (get_flag (0,2) == 2)
{
set_flag (0,2, 3);
damage_char(1000, 30, 4);
print_str ("Something goes here");
}
else if (get_flag (0,2) == 3)
{
set_flag (0,2, 4);
damage_char(1000, 50, 4);
print_str ("Something goes here");
}
else if (get_flag (0,2) == 4)
{
set_flag (0,2, 5);
damage_char(1000, 70, 4);
print_str ("Something goes here");
}
else if (get_flag (0,2) == 5)
{
set_flag (0,2, 6);
damage_char(1000, 100, 4);
print_str ("Something goes here");
}
else if (get_flag (0,2) == 6)
{
set_flag (0,2, 7);
damage_char(1000, 150, 4);
print_str ("Something goes here");
}
else
{
//Dead from lack of water. Luck can help
kill_char(1000, 2, 1);
print_str ("Something goes here");
}
}
}

//Increment SDF's
if (get_flag(0,0) >= 255)
{
inc_flag(0,1, 1);
}
else
{
inc_flag(0,0, 1);
}
break;


[ Thursday, August 05, 2004 12:11: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum
Infiltrator
Member # 148
Profile #14
Hey Guardian. I was flipping trough the docs to track/use water, and I came up with this. Anyone who wants to use/check it may feel free to so.

However, I cannot give back empty flasks, since all items slots may be full.

beginscenarioscript;

variables;
short sdf_water;

body;

beginstate START_SCEN_STATE
set_flag(0, 0, 0);
set_flag(0, 1, 0);
set_flag(0, 2, 0);
break;


beginstate START_STATE
//SDF 00 and 01 keep track of the turns. Since each SDF only goes to 255, and I need to go to 500...
sdf_water = (get_flag(0,0) + get_flag(0,1));

//Has 500 turns passed?
if (sdf_water >= 500)
{
set_flag(0,0,0);
set_flag(0,1,0);

//Has = true, Not have = false
if(has_item(<water item# goes here>)
{
print_str("You drink some water");
take_item(<water item# goes here>);

if (get_flag(0,2))
inc_flag(0,2, -2);
}
else
{
//Check/do dehydration damage
if (get_flag(0,2) == 0)
{
set_flag (0,2, 1);
damage_char(1000, 10, 4);
print_str ("Something goes here");
}
else if (get_flag (0,2) == 1)
{
set_flag (0,2, 2);
damage_char(1000, 20, 4);
print_str ("Something goes here");
}
else if (get_flag (0,2) == 2)
{
set_flag (0,2, 3);
damage_char(1000, 30, 4);
print_str ("Something goes here");
}
else if (get_flag (0,2) == 3)
{
set_flag (0,2, 4);
damage_char(1000, 50, 4);
print_str ("Something goes here");
}
else if (get_flag (0,2) == 4)
{
set_flag (0,2, 5);
damage_char(1000, 70, 4);
print_str ("Something goes here");
}
else if (get_flag (0,2) == 5)
{
set_flag (0,2, 6);
damage_char(1000, 100, 4);
print_str ("Something goes here");
}
else if (get_flag (0,2) == 6)
{
set_flag (0,2, 7);
damage_char(1000, 150, 4);
print_str ("Something goes here");
}
else
{
//Dead from lack of water. Luck can help
kill_char(1000, 2, 1);
print_str ("Something goes here");
}
}
}

//Increment SDF's
if (get_flag(0,0) >= 255)
{
inc_flag(0,1, 1);
}
else
{
inc_flag(0,0, 1);
}
break;


[ Thursday, August 05, 2004 12:11: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Suggestions in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #11
I want a way to suppress the player from seeing the day count.

Something along the lines of set_day(day_number)

0 = No show
1+ = That day

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Suggestions in Blades of Avernum
Infiltrator
Member # 148
Profile #11
I want a way to suppress the player from seeing the day count.

Something along the lines of set_day(day_number)

0 = No show
1+ = That day

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Is this a bug? It seems that boats can do strange things. in Blades of Avernum
Infiltrator
Member # 148
Profile #3
Maybe the game doesn't do height checking while you're in a boat.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Error in my Data Script (Solved) in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #2
I did finally. Pity. I try to avoid that as much as possible.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Error in my Data Script (Solved) in Blades of Avernum
Infiltrator
Member # 148
Profile #2
I did finally. Pity. I try to avoid that as much as possible.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Error in my Data Script (Solved) in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #0
See picture, then check the terrain definition & question.

IMAGE(http://img68.photobucket.com/albums/v208/Dahak/help.jpg)

begindefineterrain 429;
clear;
te_name = "Steps";
import = 289;
te_which_sheet = 761;
te_which_icon = 0;
te_height_adj_pixels = 10;
te_suppress_floor = 0;

I can't figure what is causing the blackness circled in blue. I've tried changing options in the terrain definition, but with no success. Any ideas?

EDIT: After fooling around I found the problem. Any terrain sporting a te_special_property equal to 25, 29, or 30 will suppress the northern cliff face. I'm e-mail Jeff to ask for a fix/alternative.

For the west cliff face, properties 19, 27, 28 will suppresss the cliff face

[ Sunday, July 25, 2004 08:52: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Error in my Data Script (Solved) in Blades of Avernum
Infiltrator
Member # 148
Profile #0
See picture, then check the terrain definition & question.

IMAGE(http://img68.photobucket.com/albums/v208/Dahak/help.jpg)

begindefineterrain 429;
clear;
te_name = "Steps";
import = 289;
te_which_sheet = 761;
te_which_icon = 0;
te_height_adj_pixels = 10;
te_suppress_floor = 0;

I can't figure what is causing the blackness circled in blue. I've tried changing options in the terrain definition, but with no success. Any ideas?

EDIT: After fooling around I found the problem. Any terrain sporting a te_special_property equal to 25, 29, or 30 will suppress the northern cliff face. I'm e-mail Jeff to ask for a fix/alternative.

For the west cliff face, properties 19, 27, 28 will suppresss the cliff face

[ Sunday, July 25, 2004 08:52: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #57
quote:
Originally written by The Almighty Doer of Stuff:

quote:
Originally written by Isaac:

quote:
Originally written by Dahak:

The editor does not show floors that have been adjusted using fl_floor_height_pixels
You misunderstand the effect (maybe). From the BoA Editor Docs: "The number of pixels up graphics and creatures drawn on this space are shifted." The floor itself isn't affected (I assume). Actually, I didn't realize such a thing existed, so I'll have to test in the game and fix the 3D Editor anyway.

It actually does shift the actual floor icon up. This is a bug, however. I reported it to him when I noticed it and he said he would investigate it.

Nooooooo. I like having the floor drawn up or downward. It creates some nifty illusions that I use. I can put floors at different heights, but look as if they are the same height. This is very nice.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Infiltrator
Member # 148
Profile #57
quote:
Originally written by The Almighty Doer of Stuff:

quote:
Originally written by Isaac:

quote:
Originally written by Dahak:

The editor does not show floors that have been adjusted using fl_floor_height_pixels
You misunderstand the effect (maybe). From the BoA Editor Docs: "The number of pixels up graphics and creatures drawn on this space are shifted." The floor itself isn't affected (I assume). Actually, I didn't realize such a thing existed, so I'll have to test in the game and fix the 3D Editor anyway.

It actually does shift the actual floor icon up. This is a bug, however. I reported it to him when I noticed it and he said he would investigate it.

Nooooooo. I like having the floor drawn up or downward. It creates some nifty illusions that I use. I can put floors at different heights, but look as if they are the same height. This is very nice.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00

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