Profile for Newtfeet
Field | Value |
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Displayed name | Newtfeet |
Member number | 1505 |
Title | Warrior |
Postcount | 151 |
Homepage | |
Registered | Saturday, July 13 2002 07:00 |
Recent posts
Pages
Author | Recent posts |
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w00t!!!!! in Blades of Avernum | |
Warrior
Member # 1505
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written Tuesday, April 6 2004 16:02
Profile
Good for you! -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum Editor | |
Warrior
Member # 1505
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written Tuesday, April 6 2004 14:59
Profile
quote:And neither did I. I'm just pointing out that it doesn't really make any difference what you call it; it means the same thing. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 14:59
Profile
quote:And neither did I. I'm just pointing out that it doesn't really make any difference what you call it; it means the same thing. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum Editor | |
Warrior
Member # 1505
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written Tuesday, April 6 2004 14:53
Profile
quote:I think that's what spyderbytes meant. "Public" means about the same thing as "known by the interpreter". Oh, and I'm glad I finally got those custom objects straightened out. [ Tuesday, April 06, 2004 14:54: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 14:53
Profile
quote:I think that's what spyderbytes meant. "Public" means about the same thing as "known by the interpreter". Oh, and I'm glad I finally got those custom objects straightened out. [ Tuesday, April 06, 2004 14:54: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 14:34
Profile
Ok, so let me set this all out. clear: Obvious. Sets all the values for the object currently being edited to their defaults. property = new_value: Also obvious. Sets the value "property" to "new_value" for the object currently being edited. import = which_object: Replaces all the values for the object currently being edited to the values for "which_object". If "which_object" was already edited in this same script, it imports that. If it hasn't been, it imports from the core data. begindefine which_object: Sets the object currently being edited to "which_object". Copies the data from the object that was edited before this statement over the data of "which_object". Is that right? Oh, and spyderbytes: It's not that hard; just use this. It should work. [ Tuesday, April 06, 2004 14:35: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 14:34
Profile
Ok, so let me set this all out. clear: Obvious. Sets all the values for the object currently being edited to their defaults. property = new_value: Also obvious. Sets the value "property" to "new_value" for the object currently being edited. import = which_object: Replaces all the values for the object currently being edited to the values for "which_object". If "which_object" was already edited in this same script, it imports that. If it hasn't been, it imports from the core data. begindefine which_object: Sets the object currently being edited to "which_object". Copies the data from the object that was edited before this statement over the data of "which_object". Is that right? Oh, and spyderbytes: It's not that hard; just use this. It should work. [ Tuesday, April 06, 2004 14:35: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Cave south vodt in Blades of Avernum | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 14:21
Profile
Checking through the hint book: you are talking about the Fungal Cave. I think I got in there; I'm not sure... Nothing really special, AFAIK. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 13:43
Profile
Then why can't we just say: And then why do we have clear if saying begindefineitem already clears? Edit: Oh, wait; it's because it would import the empty item 4, right? [ Tuesday, April 06, 2004 13:45: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 13:43
Profile
Then why can't we just say: And then why do we have clear if saying begindefineitem already clears? Edit: Oh, wait; it's because it would import the empty item 4, right? [ Tuesday, April 06, 2004 13:45: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 13:29
Profile
Remind me why we have those "begindefineitem 450" and "import = 450" lines in there. Edit: And crap, I double posted. [ Tuesday, April 06, 2004 13:37: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 13:29
Profile
Remind me why we have those "begindefineitem 450" and "import = 450" lines in there. Edit: And crap, I double posted. [ Tuesday, April 06, 2004 13:37: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 13:28
Profile
What is that begindefinecreature bit in there? What does that have to do with items? -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 13:28
Profile
What is that begindefinecreature bit in there? What does that have to do with items? -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Aggravating Bug in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 13:20
Profile
(blinks in shock) The format is going to be upgraded? Cool. What does that mean for us scenario designers, besides adding those calls? -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Aggravating Bug in Blades of Avernum | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 13:20
Profile
(blinks in shock) The format is going to be upgraded? Cool. What does that mean for us scenario designers, besides adding those calls? -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 13:17
Profile
You have to give all food items in your scenario a special class (using the it_special_class item property). Then, when the player comes to the NPC, use the has_item_of_class() function. Snuff ling kin, I think you are thinking of BoE. [ Tuesday, April 06, 2004 13:18: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Am I missing something? (food items) in Blades of Avernum | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 13:17
Profile
You have to give all food items in your scenario a special class (using the it_special_class item property). Then, when the player comes to the NPC, use the has_item_of_class() function. Snuff ling kin, I think you are thinking of BoE. [ Tuesday, April 06, 2004 13:18: Message edited by: Newtfeet ] -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Cave south vodt in Blades of Avernum | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 13:09
Profile
Try as I might, I have no idea what you are talking about. Where is this cave, exactly? -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
key lovvest level school VODT in Blades of Avernum | |
Warrior
Member # 1505
|
written Tuesday, April 6 2004 08:08
Profile
If you go back to the Student Quarters level, go to the meditation cells area (center right) and poke around the bottom. There's a secret door somewhere; behind it you can find a Textbook. Give that to the golem. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Editor Cookbook in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Monday, April 5 2004 19:11
Profile
Good work; keep it up! I'll try to see if I have anything to submit... -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
BoA Editor Cookbook in Blades of Avernum | |
Warrior
Member # 1505
|
written Monday, April 5 2004 19:11
Profile
Good work; keep it up! I'll try to see if I have anything to submit... -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Blades Out Fight in Blades of Avernum Editor | |
Warrior
Member # 1505
|
written Monday, April 5 2004 18:56
Profile
I would imagine that the copy is ignored. However, have you seen the fl_out_fight_town_used and te_out_fight_town_used floor/terrain properties? Even with those, I'm not sure if scripting a outdoor combat town would work. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Blades Out Fight in Blades of Avernum | |
Warrior
Member # 1505
|
written Monday, April 5 2004 18:56
Profile
I would imagine that the copy is ignored. However, have you seen the fl_out_fight_town_used and te_out_fight_town_used floor/terrain properties? Even with those, I'm not sure if scripting a outdoor combat town would work. -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |
Getting rid of webs in Blades of Avernum | |
Warrior
Member # 1505
|
written Monday, April 5 2004 18:53
Profile
You know, that does need to be more obvious. Although I can't remember a time when I didn't know that... -------------------- -Newtfeet Posts: 151 | Registered: Saturday, July 13 2002 07:00 |