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w00t!!!!! in Blades of Avernum
Warrior
Member # 1505
Profile #1
Good for you!

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Am I missing something? (food items) in Blades of Avernum Editor
Warrior
Member # 1505
Profile #18
quote:
Originally written by Walker White:

I didn't mean any insult by it.
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.

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Am I missing something? (food items) in Blades of Avernum
Warrior
Member # 1505
Profile #18
quote:
Originally written by Walker White:

I didn't mean any insult by it.
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.

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Am I missing something? (food items) in Blades of Avernum Editor
Warrior
Member # 1505
Profile #16
quote:
Originally written by Walker White:

It's more than not just public; it is not in the scripting language. He has functions in his engine for doing it. Those are C++ calls. The way scripts work, however, is part of the engine reads in the script text file (the thing doing the reader is called the interpreter) and converts it to C++ calls. If the interpreter does not know to translate calls about item variety into the existing C++ calls, then you can never use them in a script, whether you know their name or not.
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 ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Am I missing something? (food items) in Blades of Avernum
Warrior
Member # 1505
Profile #16
quote:
Originally written by Walker White:

It's more than not just public; it is not in the scripting language. He has functions in his engine for doing it. Those are C++ calls. The way scripts work, however, is part of the engine reads in the script text file (the thing doing the reader is called the interpreter) and converts it to C++ calls. If the interpreter does not know to translate calls about item variety into the existing C++ calls, then you can never use them in a script, whether you know their name or not.
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 ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Am I missing something? (food items) in Blades of Avernum Editor
Warrior
Member # 1505
Profile #13
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.
// Bread
begindefineitem 498;
import = 4;
begindefineitem 4;
import = 498;
it_special_class = 0;

// Mushrooms
begindefineitem 498;
import = 5;
begindefineitem 5;
import = 498;
it_special_class = 0;

// Greens
begindefineitem 498;
import = 6;
begindefineitem 6;
import = 498;
it_special_class = 0;

// Steak
begindefineitem 498;
import = 7;
begindefineitem 7;
import = 498;
it_special_class = 0;

// Dried Meat
begindefineitem 498;
import = 8;
begindefineitem 8;
import = 498;
it_special_class = 0;

// Wierd Meat
begindefineitem 498;
import = 9;
begindefineitem 9;
import = 498;
it_special_class = 0;

// Lizard Haunch
begindefineitem 498;
import = 10;
begindefineitem 10;
import = 498;
it_special_class = 0;

// Fish
begindefineitem 498;
import = 11;
begindefineitem 11;
import = 498;
it_special_class = 0;

// Deli Sandwich
begindefineitem 498;
import = 12;
begindefineitem 12;
import = 498;
it_special_class = 0;


[ 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
Profile #13
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.
// Bread
begindefineitem 498;
import = 4;
begindefineitem 4;
import = 498;
it_special_class = 0;

// Mushrooms
begindefineitem 498;
import = 5;
begindefineitem 5;
import = 498;
it_special_class = 0;

// Greens
begindefineitem 498;
import = 6;
begindefineitem 6;
import = 498;
it_special_class = 0;

// Steak
begindefineitem 498;
import = 7;
begindefineitem 7;
import = 498;
it_special_class = 0;

// Dried Meat
begindefineitem 498;
import = 8;
begindefineitem 8;
import = 498;
it_special_class = 0;

// Wierd Meat
begindefineitem 498;
import = 9;
begindefineitem 9;
import = 498;
it_special_class = 0;

// Lizard Haunch
begindefineitem 498;
import = 10;
begindefineitem 10;
import = 498;
it_special_class = 0;

// Fish
begindefineitem 498;
import = 11;
begindefineitem 11;
import = 498;
it_special_class = 0;

// Deli Sandwich
begindefineitem 498;
import = 12;
begindefineitem 12;
import = 498;
it_special_class = 0;


[ 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
Profile #3
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.

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Am I missing something? (food items) in Blades of Avernum Editor
Warrior
Member # 1505
Profile #10
Then why can't we just say:
begindefineitem 4;
import = 4;
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
Profile #10
Then why can't we just say:
begindefineitem 4;
import = 4;
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
Profile #6
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
Profile #6
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 ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Am I missing something? (food items) in Blades of Avernum Editor
Warrior
Member # 1505
Profile #5
What is that begindefinecreature bit in there? What does that have to do with items?

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Am I missing something? (food items) in Blades of Avernum
Warrior
Member # 1505
Profile #5
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
Profile #1
(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
Profile #1
(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
Profile #3
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
Profile #3
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 ]

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Cave south vodt in Blades of Avernum
Warrior
Member # 1505
Profile #1
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
Profile #3
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.

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
BoA Editor Cookbook in Blades of Avernum Editor
Warrior
Member # 1505
Profile #1
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
Profile #1
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
Profile #1
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
Profile #1
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
Profile #2
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

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