Profile for Spidweb
Field | Value |
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Displayed name | Spidweb |
Member number | 1 |
Title | Board Administrator |
Postcount | 960 |
Homepage | http://www.spiderwebsoftware.com |
Registered | Tuesday, September 18 2001 07:00 |
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item special abilities bug? in Blades of Avernum | |
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written Saturday, April 17 2004 00:34
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Damn it! I know I added this to the Docs, but it's not there now. Must have lost it in a crash. Added this to custom items ... "Some active abilities are spells or require targeting a foe. An item can only have one such ability. If it has more than one, only the last one will take effect." -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
give_ter_script_message() broken? in Blades of Avernum Editor | |
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written Saturday, April 17 2004 00:27
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Keep an eye on http://www.avernum.com/blades/workshop/editortechsupp.html One of the bug report thingies is about this call. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
give_ter_script_message() broken? in Blades of Avernum | |
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written Saturday, April 17 2004 00:27
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Keep an eye on http://www.avernum.com/blades/workshop/editortechsupp.html One of the bug report thingies is about this call. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
bug, bad docs, or gotcha? in Blades of Avernum Editor | |
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written Thursday, April 15 2004 12:00
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I updated the description of this call in the docs: short party_size() - Returns the number of living, present characters in the party. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
bug, bad docs, or gotcha? in Blades of Avernum | |
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written Thursday, April 15 2004 12:00
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I updated the description of this call in the docs: short party_size() - Returns the number of living, present characters in the party. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Upcoming System Changes in Blades of Avernum Editor | |
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written Wednesday, April 14 2004 15:13
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" Probably a dumb question, but can you then change dialogue nodes with this?" Sort of. Remember, you can set dialogue with the message_dialog call. That's sort of what you'll need to do. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Upcoming System Changes in Blades of Avernum | |
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written Wednesday, April 14 2004 15:13
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" Probably a dumb question, but can you then change dialogue nodes with this?" Sort of. Remember, you can set dialogue with the message_dialog call. That's sort of what you'll need to do. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Upcoming System Changes in Blades of Avernum Editor | |
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written Wednesday, April 14 2004 14:17
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Just some notes about what is going in when Windows Blades is out (and a Mac update is released to match it). Please do not start incorporating these new calls yet. Wait until you're developing with the new version of the editor. I'll be adding get_energy and all calls missing from the old version. The game should correctly end a player's turn in combat when he/she uses a custom ability that drains action points. I am adding advanced string building calls. Here is the current text that will go into the docs: String Manipulation Calls These calls are designed to give the scenario designer a lot more control over the text displayed to the player. They’re a little complicated, but much more powerful. Blades of Avernum maintains a string buffer. It is a 255 character long chunk of text in memory. You can clear this buffer, append chunks of text to it, and then dump the buffer into a string variable. For example, here is a bit of code. string sample_string clear_buffer(); // empties out the string buffer. append_string("Hello, "); // puts this text into the buffer append_string("friend."); // adds this text to the end of the buffer get_buffer_text(sample_string); // the buffer is copied into string variable sample_string print_str(sample_string); // prints "Hello, friend." to the text area void append_char_name(short which_char) – Appends the name of the character which_char to the end of the string buffer. void append_number(short num) – Appends the number num to the end of the string buffer. void append_string(string source_string) – Appends the text source_string to the end of the string buffer. If the result would be longer than 255 characters, the text is truncated. void clear_buffer() – Empties the text buffer. Sets it to a blank string. void get_buffer_text(string dest_string) – Dest_string must be a string variable. Copies the text in the buffer into dest_string. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Upcoming System Changes in Blades of Avernum | |
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written Wednesday, April 14 2004 14:17
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Just some notes about what is going in when Windows Blades is out (and a Mac update is released to match it). Please do not start incorporating these new calls yet. Wait until you're developing with the new version of the editor. I'll be adding get_energy and all calls missing from the old version. The game should correctly end a player's turn in combat when he/she uses a custom ability that drains action points. I am adding advanced string building calls. Here is the current text that will go into the docs: String Manipulation Calls These calls are designed to give the scenario designer a lot more control over the text displayed to the player. They’re a little complicated, but much more powerful. Blades of Avernum maintains a string buffer. It is a 255 character long chunk of text in memory. You can clear this buffer, append chunks of text to it, and then dump the buffer into a string variable. For example, here is a bit of code. string sample_string clear_buffer(); // empties out the string buffer. append_string("Hello, "); // puts this text into the buffer append_string("friend."); // adds this text to the end of the buffer get_buffer_text(sample_string); // the buffer is copied into string variable sample_string print_str(sample_string); // prints "Hello, friend." to the text area void append_char_name(short which_char) – Appends the name of the character which_char to the end of the string buffer. void append_number(short num) – Appends the number num to the end of the string buffer. void append_string(string source_string) – Appends the text source_string to the end of the string buffer. If the result would be longer than 255 characters, the text is truncated. void clear_buffer() – Empties the text buffer. Sets it to a blank string. void get_buffer_text(string dest_string) – Dest_string must be a string variable. Copies the text in the buffer into dest_string. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
containers: bug or intended? in Blades of Avernum Editor | |
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written Tuesday, April 13 2004 13:27
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I have no idea what's happening here, but I do know this: when someone searches a container and block_entry is called, that only affects whether the party is able to get the objects in the container. When searching, block_entry does not affect movement at all. If you are using set_terrain on the space, that the original terrain type was a container really shouldn't affect whether the space can be walked into or not. Odd. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
containers: bug or intended? in Blades of Avernum | |
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written Tuesday, April 13 2004 13:27
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I have no idea what's happening here, but I do know this: when someone searches a container and block_entry is called, that only affects whether the party is able to get the objects in the container. When searching, block_entry does not affect movement at all. If you are using set_terrain on the space, that the original terrain type was a container really shouldn't affect whether the space can be walked into or not. Odd. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Bug! in Blades of Avernum Editor | |
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written Tuesday, April 13 2004 12:06
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Yep. Whenever you use set_total_visibility to make everything visible, always, always, always have a matching call turning total visibility off. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Bug! in Blades of Avernum | |
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written Tuesday, April 13 2004 12:06
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Yep. Whenever you use set_total_visibility to make everything visible, always, always, always have a matching call turning total visibility off. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Making a Resources Page on the Avernum Site in Blades of Avernum Editor | |
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written Monday, April 12 2004 15:20
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Gotcha. Thanks! - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Making a Resources Page on the Avernum Site in Blades of Avernum | |
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written Monday, April 12 2004 15:20
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Gotcha. Thanks! - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Article - Useful Dialogue Tips in Blades of Avernum Editor | |
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written Monday, April 12 2004 14:02
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If you would like your article posted to our website please email it to blades@spiderwebsoftware.com in plain text. I think it might be useful. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Article - Useful Dialogue Tips in Blades of Avernum | |
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written Monday, April 12 2004 14:02
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If you would like your article posted to our website please email it to blades@spiderwebsoftware.com in plain text. I think it might be useful. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Making a Resources Page on the Avernum Site in Blades of Avernum Editor | |
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written Monday, April 12 2004 13:20
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Originally, I wanted to have a page on the Avernum site where we would provide tons of new, interesting scripts. I see now that this won't work. We don't feel comfortable doing this unless we can check over and test the scripts, and we won't have time for that. So, instead, we're going to have a page with links to Blades of Avernum sites. Since people are already making sites with scripts, graphics, and so on, we'll link to them. There are a lot of sites we should link to that we don't yet. Feel free to post links here or E-mail them to spidweb@spiderwebsoftware.com and we'll put them up. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Making a Resources Page on the Avernum Site in Blades of Avernum | |
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written Monday, April 12 2004 13:20
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Originally, I wanted to have a page on the Avernum site where we would provide tons of new, interesting scripts. I see now that this won't work. We don't feel comfortable doing this unless we can check over and test the scripts, and we won't have time for that. So, instead, we're going to have a page with links to Blades of Avernum sites. Since people are already making sites with scripts, graphics, and so on, we'll link to them. There are a lot of sites we should link to that we don't yet. Feel free to post links here or E-mail them to spidweb@spiderwebsoftware.com and we'll put them up. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
destroy_char_item only destroys equipped items? in Blades of Avernum Editor | |
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written Monday, April 12 2004 13:01
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When you remove an item in a pack, all items above it shift down. So if you destroy item 18, say, item 19 shifts down into 18's spot. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
destroy_char_item only destroys equipped items? in Blades of Avernum | |
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written Monday, April 12 2004 13:01
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When you remove an item in a pack, all items above it shift down. So if you destroy item 18, say, item 19 shifts down into 18's spot. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Typo in Docs: set_attitude in Blades of Avernum Editor | |
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written Monday, April 12 2004 12:54
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This call is currently broken. It will be implemented properly when I upgrade the scenario format. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
Typo in Docs: set_attitude in Blades of Avernum | |
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written Monday, April 12 2004 12:54
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This call is currently broken. It will be implemented properly when I upgrade the scenario format. - Jeff -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
creature memory cells? in Blades of Avernum Editor | |
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written Monday, April 12 2004 12:38
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The legal range for a memory cell is -32767 to 32768. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |
creature memory cells? in Blades of Avernum | |
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written Monday, April 12 2004 12:38
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The legal range for a memory cell is -32767 to 32768. -------------------- Official Board Admin spidweb@spiderwebsoftware.com Posts: 960 | Registered: Tuesday, September 18 2001 07:00 |