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To Spidweb, Regarding Heights & Editor in Blades of Avernum
Infiltrator
Member # 154
Profile #0
Couldn't you make it so right-click lowers terrain when in height mode? It would make an excellent shortcut.

Also, moving around towns/outdoors maps using the keyboard arrow keys is annoyingly slow. For some reason using the mouse at the edge of the viewing pane makes this faster.

Windows 98, 800Mhz.

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Disaster with Doors in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #4
Well, it also has the advantage of clearly defining which doors you can't open right now (no trying to bash down unopenable doors.)

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Disaster with Doors in Blades of Avernum
Infiltrator
Member # 154
Profile #4
Well, it also has the advantage of clearly defining which doors you can't open right now (no trying to bash down unopenable doors.)

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Disaster with Doors in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #2
Good point. Thanks for moving it.

[ Monday, June 07, 2004 12:54: Message edited by: Grey-Eyed Stranger ]

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Disaster with Doors in Blades of Avernum
Infiltrator
Member # 154
Profile #2
Good point. Thanks for moving it.

[ Monday, June 07, 2004 12:54: Message edited by: Grey-Eyed Stranger ]

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Disaster with Doors in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #0
My godparty is able to open Difficulty 200 doors.

I present you with a modified edition of door.txt to cure this.
// door.txt - This is the basic script that powers all doors. If you are
// working on a scenario that contains doors, DO NOT REMOVE THIS SCRIPT.

// If you place a door, this script is automatically attached to it. The
// default settings for the script are for a basic, unlocked door. To make it
// locked, you will need to change the memory cells.

// Memory Cells -
// 0 - Lock level. If left at 0, door is unlocked. Otherwise, the strength/tool
// use needed to get it open. If this is set to a really high number (say, 200),
// it can't be unlocked by normal means
// 1 - Key needed. If left at 0, no special item helps unlock the door. Otherwise,
// if that party has this special item, the door automatically unlocks.
// 2,3 - Coordinates for a stuff done flag. If these are 0 and 0, ignored. Otherwise,
// the stuff done flag is set to 1 when the door is unlocked. If the flag is non-zero,
// than when the party enters this zone, the door will ebcome unlocked.

beginterrainscript;

variables;
short i_am_open = 0;
short cur_terrain;
short i_am_locked = 0;

short door_opened;
short choice;
body;

beginstate INIT_STATE;
cur_terrain = terrain_in_this_spot();
if (((cur_terrain >= 14) && (cur_terrain <= 17)) ||
((cur_terrain >= 50) && (cur_terrain <= 53)))
i_am_open = 1;
else i_am_open = 0;

if (get_memory_cell(0) > 0) {
i_am_locked = 1;
set_mechanism_difficulty(get_memory_cell(0));
set_physical_strength(get_memory_cell(0));

if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0)) {
if (get_sdf(get_memory_cell(2),get_memory_cell(3)) > 0)
i_am_locked = 0;
}
}

break;

beginstate START_STATE;
break;

beginstate SEARCH_STATE;
if (i_am_open == 1) {
print_str_color("You close the door.",2);
flip_terrain(my_loc_x(),my_loc_y());
i_am_open = 0;
play_sound(-59);
}
break;

beginstate BLOCK_MOVE_STATE;
if (i_am_open == 0) {
block_entry(1);

door_opened = 1;

if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0)) {
if (get_sdf(get_memory_cell(2),get_memory_cell(3)) > 0)
i_am_locked = 0;
}

if ((get_memory_cell(1) > 0) && (i_am_locked > 0)) {
if (has_special_item(get_memory_cell(1))) {
print_str_color("You have the key which unlocks this door.",2);
if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0))
set_flag(get_memory_cell(2),get_memory_cell(3),1);
i_am_locked = 0;
}
}

if ((get_memory_cell(0) > 199) && (i_am_locked)) {
reset_dialog();

add_dialog_str(0, "This door has a strong magical aura around it, one stronger than you will be able to break. Even without it's magical field, the door looks extremely strong and hefty.", 0);
add_dialog_str(1, "You won't be able to open this door through forceful means.", 0);

add_dialog_choice(0, "OK.");
run_dialog(0);

end();
}

if (i_am_locked) {
reset_dialog();


if (get_memory_cell(1) > 0)
add_dialog_str(0,"This door is locked, and you don't have the right key. You can have your strongest character try to bash it down (which requires high strength) or have your most skilled character try to pick the lock (which requires Tool Use skill and a lockpick).",0);
else add_dialog_str(0,"This door is locked. You can have your strongest character try to bash it down (which requires high strength) or have your most skilled character try to pick the lock (which requires Tool Use skill and a lockpick).",0);
add_dialog_choice(0,"Leave the door alone.");
add_dialog_choice(1,"Try to bash it down.");
add_dialog_choice(2,"Try to pick the lock.");
choice = run_dialog(0);

if (choice == 1)
end();
if (choice == 2) {
if (run_bash_door(get_physical_strength()) == FALSE)
door_opened = 0;
}
if (choice == 3) {
if (run_pick_lock(get_mechanism_difficulty()) == FALSE)
door_opened = 0;
else if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0))
award_party_xp(BASE_TRAP_XP,1 + 2 * get_mechanism_difficulty());

}
}

if (door_opened) {
print_str("You open the door.");
if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0))
set_flag(get_memory_cell(2),get_memory_cell(3),1);
flip_terrain(my_loc_x(),my_loc_y());
i_am_open = 1;
i_am_locked = 0;
play_sound(-160);
}
}
break;

beginstate UNLOCK_SPELL_STATE;
if ((i_am_open > 0) || (i_am_locked == 0))
print_str_color("Unlock Doors: The spell doesn't affect unlocked doors.",2);
else {
if (get_memory_cell(0) > 199) {
print_str_color("Unlock Doors: The door resists the spell.",2);
end();
}
if (get_unlock_spell_strength() >= get_mechanism_difficulty() * 2) {
print_str_color("Unlock Doors: The spell unlocks a door.",2);
i_am_locked = 0;
play_sound(9);
if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0))
set_flag(get_memory_cell(2),get_memory_cell(3),1);
}
else {
print_str_color("Unlock Doors: The spell isn't strong enough to affect the door.",2);
print_str_color(" (This spell usually only affects doors with magical protection.)",2);
}
}
break;

beginstate DISPEL_BARRIER_STATE;
if ((i_am_open == 0) && (i_am_locked)) {
print_str_color("Dispel Barrier: The spell fails to affect a locked door.",2);
}
break;
Not thouroughly tested. Use at your own risk.

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Disaster with Doors in Blades of Avernum
Infiltrator
Member # 154
Profile #0
My godparty is able to open Difficulty 200 doors.

I present you with a modified edition of door.txt to cure this.
// door.txt - This is the basic script that powers all doors. If you are
// working on a scenario that contains doors, DO NOT REMOVE THIS SCRIPT.

// If you place a door, this script is automatically attached to it. The
// default settings for the script are for a basic, unlocked door. To make it
// locked, you will need to change the memory cells.

// Memory Cells -
// 0 - Lock level. If left at 0, door is unlocked. Otherwise, the strength/tool
// use needed to get it open. If this is set to a really high number (say, 200),
// it can't be unlocked by normal means
// 1 - Key needed. If left at 0, no special item helps unlock the door. Otherwise,
// if that party has this special item, the door automatically unlocks.
// 2,3 - Coordinates for a stuff done flag. If these are 0 and 0, ignored. Otherwise,
// the stuff done flag is set to 1 when the door is unlocked. If the flag is non-zero,
// than when the party enters this zone, the door will ebcome unlocked.

beginterrainscript;

variables;
short i_am_open = 0;
short cur_terrain;
short i_am_locked = 0;

short door_opened;
short choice;
body;

beginstate INIT_STATE;
cur_terrain = terrain_in_this_spot();
if (((cur_terrain >= 14) && (cur_terrain <= 17)) ||
((cur_terrain >= 50) && (cur_terrain <= 53)))
i_am_open = 1;
else i_am_open = 0;

if (get_memory_cell(0) > 0) {
i_am_locked = 1;
set_mechanism_difficulty(get_memory_cell(0));
set_physical_strength(get_memory_cell(0));

if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0)) {
if (get_sdf(get_memory_cell(2),get_memory_cell(3)) > 0)
i_am_locked = 0;
}
}

break;

beginstate START_STATE;
break;

beginstate SEARCH_STATE;
if (i_am_open == 1) {
print_str_color("You close the door.",2);
flip_terrain(my_loc_x(),my_loc_y());
i_am_open = 0;
play_sound(-59);
}
break;

beginstate BLOCK_MOVE_STATE;
if (i_am_open == 0) {
block_entry(1);

door_opened = 1;

if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0)) {
if (get_sdf(get_memory_cell(2),get_memory_cell(3)) > 0)
i_am_locked = 0;
}

if ((get_memory_cell(1) > 0) && (i_am_locked > 0)) {
if (has_special_item(get_memory_cell(1))) {
print_str_color("You have the key which unlocks this door.",2);
if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0))
set_flag(get_memory_cell(2),get_memory_cell(3),1);
i_am_locked = 0;
}
}

if ((get_memory_cell(0) > 199) && (i_am_locked)) {
reset_dialog();

add_dialog_str(0, "This door has a strong magical aura around it, one stronger than you will be able to break. Even without it's magical field, the door looks extremely strong and hefty.", 0);
add_dialog_str(1, "You won't be able to open this door through forceful means.", 0);

add_dialog_choice(0, "OK.");
run_dialog(0);

end();
}

if (i_am_locked) {
reset_dialog();


if (get_memory_cell(1) > 0)
add_dialog_str(0,"This door is locked, and you don't have the right key. You can have your strongest character try to bash it down (which requires high strength) or have your most skilled character try to pick the lock (which requires Tool Use skill and a lockpick).",0);
else add_dialog_str(0,"This door is locked. You can have your strongest character try to bash it down (which requires high strength) or have your most skilled character try to pick the lock (which requires Tool Use skill and a lockpick).",0);
add_dialog_choice(0,"Leave the door alone.");
add_dialog_choice(1,"Try to bash it down.");
add_dialog_choice(2,"Try to pick the lock.");
choice = run_dialog(0);

if (choice == 1)
end();
if (choice == 2) {
if (run_bash_door(get_physical_strength()) == FALSE)
door_opened = 0;
}
if (choice == 3) {
if (run_pick_lock(get_mechanism_difficulty()) == FALSE)
door_opened = 0;
else if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0))
award_party_xp(BASE_TRAP_XP,1 + 2 * get_mechanism_difficulty());

}
}

if (door_opened) {
print_str("You open the door.");
if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0))
set_flag(get_memory_cell(2),get_memory_cell(3),1);
flip_terrain(my_loc_x(),my_loc_y());
i_am_open = 1;
i_am_locked = 0;
play_sound(-160);
}
}
break;

beginstate UNLOCK_SPELL_STATE;
if ((i_am_open > 0) || (i_am_locked == 0))
print_str_color("Unlock Doors: The spell doesn't affect unlocked doors.",2);
else {
if (get_memory_cell(0) > 199) {
print_str_color("Unlock Doors: The door resists the spell.",2);
end();
}
if (get_unlock_spell_strength() >= get_mechanism_difficulty() * 2) {
print_str_color("Unlock Doors: The spell unlocks a door.",2);
i_am_locked = 0;
play_sound(9);
if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0))
set_flag(get_memory_cell(2),get_memory_cell(3),1);
}
else {
print_str_color("Unlock Doors: The spell isn't strong enough to affect the door.",2);
print_str_color(" (This spell usually only affects doors with magical protection.)",2);
}
}
break;

beginstate DISPEL_BARRIER_STATE;
if ((i_am_open == 0) && (i_am_locked)) {
print_str_color("Dispel Barrier: The spell fails to affect a locked door.",2);
}
break;
Not thouroughly tested. Use at your own risk.

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
I have a problem... in General
Infiltrator
Member # 154
Profile #3
quote:
Originally written by RurourniK:

I have a problem with the Member System IN spider web and the computer system itself
Okay, first we need to know what you're talking about.

1. Member System in Spiderweb? Are you talking about the membership system on this message board or the registration system on some Spiderweb Games?

2. Member System in your Computer? You're talking about the registration code system on some Spiderweb games, I assume.

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Blades of Avernum Script Archive - Submit your script now!
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Field effect spells? in Blades of Avernum
Infiltrator
Member # 154
Profile #0
Um. Is it just me, or is Wall of Blades the _only_ field effect spell?

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Striker's Fortress in Blades of Avernum
Infiltrator
Member # 154
Profile #1
You only get to those areas if you OPPOSE Stalker, that is, you side with the empire (and Jaen).

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
What Do You Think Spiderweb Software??? in General
Infiltrator
Member # 154
Profile #31
A Baldurs' Gate style-multiplayer game could be interesting. BG Multiplayer just connects directly with the other players (i.e. no server) which makes it vaugely possible.

--------------------
Blades of Avernum Script Archive - Submit your script now!
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Article - Cut Scenes: A Tutorial in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #2
You missed the crystal in Babysitting.

However... a truly excellent article. Congrats!

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Article - Cut Scenes: A Tutorial in Blades of Avernum
Infiltrator
Member # 154
Profile #2
You missed the crystal in Babysitting.

However... a truly excellent article. Congrats!

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Bug in Windows BoA? Related to HLPM in Blades of Avernum
Infiltrator
Member # 154
Profile #23
quote:
Originally written by Drakefyre:

But BoA's error line numbers are often way off and horribly wrong.
Yes. But I know another, much, much more powerful scripting language - it's line numbers are often way off too.

The problem is the interpreter doesn't know WHERE the problem is. If you miss a semicolon on one line, the interpreter still thinks it's handling the same command. So when on the next line it sees some other character it wasn't expecting (it was expecting a semicolon), it calls THAT line the problem, instead of the line missing the semicolon, which is the line you need to fix.

So it's pretty hard for the interpreter to figure out where you've coded yourself a muddle. :)

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Graphical glitches in BoA, non-full screen mode in Blades of Avernum
Infiltrator
Member # 154
Profile #14
I know what I can do, fallen_avatar. :)
However, he's already taken notice of another bug-report on this forum by me, so he'll probably notice this one.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Win BOA install problem -UPDATE in Tech Support
Infiltrator
Member # 154
Profile #3
Why not cancel all three? I've never got a virus in many years and don't have antivirus.

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Can't turn on Debug Mode? in Blades of Avernum Editor
Infiltrator
Member # 154
Profile #1
Perhaps you have to put it in the scenario START_STATE?

Once turn_on_debug_mode() has been called, you need to activate it by pressing } and =.

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Can't turn on Debug Mode? in Blades of Avernum
Infiltrator
Member # 154
Profile #1
Perhaps you have to put it in the scenario START_STATE?

Once turn_on_debug_mode() has been called, you need to activate it by pressing } and =.

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Diplomacy with the Dead, Length? in Blades of Avernum
Infiltrator
Member # 154
Profile #8
Stop going off topic >.<

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Graphical glitches in BoA, non-full screen mode in Blades of Avernum
Infiltrator
Member # 154
Profile #8
I think it may only occur when you've been alt+tabbing and playing for a while.

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Diplomacy with the Dead, Length? in Blades of Avernum
Infiltrator
Member # 154
Profile #5
Flamefeind, there should be an option in your BIOS to turn numlock on automatically at bootup.

You can pay by credit card too - the registration completed and I got my code in the same day, just a few hours apart.

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Diplomacy with the Dead, Length? in Blades of Avernum
Infiltrator
Member # 154
Profile #3
Meh. I dislike outdoors. And it still felt really short.

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Bug in Windows BoA? Related to HLPM in Blades of Avernum
Infiltrator
Member # 154
Profile #8
Spidweb. Sorry to pester on your coding of the scripting language, but perhaps implementing some failsafes on things like this? Maybe make 'debug mode' show details on scripting errors?

(Although those would likely be hard to track down and report.)

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
character traits in Blades of Avernum
Infiltrator
Member # 154
Profile #2
You can click the icon on the character creation (read: creation) screen that says Human/Slith/Nephil and it will switch through the different races.

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Graphical glitches in BoA, non-full screen mode in Blades of Avernum
Infiltrator
Member # 154
Profile #6
Some crap integrated chipset for video (I don't even HAVE a graphics card, I put one in and the motherboard said "Get the hell out." about a week later.)

120MB RAM.
Running AIM (official client) at the time, sometimes HydraIRC and MSN.

[ Saturday, June 05, 2004 00:06: Message edited by: Grey-Eyed Stranger ]

--------------------
Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00

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