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item special abilities bug? in Blades of Avernum
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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."

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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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Keep an eye on

http://www.avernum.com/blades/workshop/editortechsupp.html

One of the bug report thingies is about this call.

- Jeff

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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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Keep an eye on

http://www.avernum.com/blades/workshop/editortechsupp.html

One of the bug report thingies is about this call.

- Jeff

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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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I updated the description of this call in the docs:

short party_size() - Returns the number of living, present characters in the party.

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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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I updated the description of this call in the docs:

short party_size() - Returns the number of living, present characters in the party.

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spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Upcoming System Changes in Blades of Avernum Editor
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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

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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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Profile Homepage #3
" 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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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.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Upcoming System Changes in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #0
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.

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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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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.

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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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Member # 1
Profile Homepage #1
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.

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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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Profile Homepage #1
Yep. Whenever you use set_total_visibility to make everything visible, always, always, always have a matching call turning total visibility off.

- Jeff

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Bug! in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #1
Yep. Whenever you use set_total_visibility to make everything visible, always, always, always have a matching call turning total visibility off.

- Jeff

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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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Profile Homepage #2
Gotcha. Thanks!

- Jeff

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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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Member # 1
Profile Homepage #2
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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Member # 1
Profile Homepage #6
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.

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Article - Useful Dialogue Tips in Blades of Avernum
Board Administrator
Member # 1
Profile Homepage #6
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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Member # 1
Profile Homepage #0
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

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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
Board Administrator
Member # 1
Profile Homepage #0
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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Profile Homepage #3
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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Member # 1
Profile Homepage #3
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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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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Profile Homepage #5
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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The legal range for a memory cell is -32767 to 32768.

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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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Member # 1
Profile Homepage #5
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

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