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Need beta-testers for my idea... in Blades of Avernum
Warrior
Member # 250
Profile #8
quote:
Originally written by KillerCrono:

Ah.. sorry, when I download scenarios.. I usually see PC and Mac. Didn't know that.. >_>
The scenarios are almost completely crossplatform except for the custom graphic files which are in separate formats for the mac and the pc.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Not a Beta Test in Blades of Avernum
Warrior
Member # 250
Profile #9
The annoying part about mac custom graphic files, is that its almost impossable for a pc user to make a mac custom graphic file or convert a mac custom graphic file to a pc file. However converting a mac custom graphic file to a pc one is easy, and making a pc custom graphic file into a mac isn't that hard if you know what your doing.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Some Musings on Tactics in Blades of Avernum
Warrior
Member # 250
Profile #11
Yes cloud of blades is the type of spell which doesn't look that useful until you start using it. Its much more effective then blade clouds in boe at least as I remember.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Poll: Password protected scenarios: what do you think? in Blades of Avernum
Warrior
Member # 250
Profile #10
Password protection is a big no. First of all if players want to cheat they should be able to, I know a few people who have more fun with a game by cheating through it then by playing it normally. There is also going to be a time when the number of scenarios has risen greatly and people get stuck on some of the less played ones, and it the creator (of the scenario, not the creator that posts on the boards) has left getting help may be very difficult. A given rule is that no matter what the scenario unless its a simple as the tutorial some people will get stuck no matter how well its designed. Also keeping scenarios non password protected will greatly help new designers who could look at other scenarios for help with coding and such. Not to mention the amount of work it would take to encode a scenario. It isn't as simple as putting a password check in, it means that every script for instance must be stored inside one or more files all of which can't be plain text files or the scripts could be read. The scripts are where the majority of the scenarios secrets are hidden, and to block access to every script is hard to code and gives little benafit.

The only time password protection in BOE has been used positivly was for scenarios that included halls of fame for completing certain difficult tasks, and the scenarios would be just the same without.

Finally password protection would be breached far to easily. All that needs to be done is since the editor is open source, remove the part that checks for passwords. Now most people couldn't do this, but once one person does it and releases it every person who have the same platform computer can download it and ignore the password protection.

So I give a resounding no to this idea.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
Warrior
Member # 250
Profile #43
Thankyou, I knew I must have been missing something.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Requests for BoA Scenario Format 3 in Blades of Avernum
Warrior
Member # 250
Profile #43
Thankyou, I knew I must have been missing something.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Trap Doors in Blades of Avernum Editor
Warrior
Member # 250
Profile #5
Taken from the first reply is this code.

beginstate 11; //Teleport to Basement
if (get_flag(0,6) == 1)
move_to_new_town(1,13,17);
break;

Now let me explain it.

beginstate 11; (each chunk of code in a scenario is usually part of a state. (The exceptions are the data scripts, but you don't have to worry about that.) The beginstate identifys that a new state has begun and the number is the number of the state.)

I'll skip the if statment because that is not necessary for the most basic use. If you wanted the trap door to only be open some of the time then you would use an if statment.

move_to_new_town(1,13,17); (This is the command that moves the party. The first number is the town number the party appears in. If you don't want the party to go to a different town, make the town number the same as the town number of where the trapdoor is. The second number is the x cooridinate where the party appears, and the third number is the y cooridinate where the party appears. If the x and y cooridinate parts doesn't make sense to you then you should go back and read the manual some more as their used in a good deal of calls.)

break; (This ends the state. It must be at the end of every state thats defined or the script will not run.)

Now your code would look like this with the state number and the 3 numbers inside the move_to_new_town adjusted for your own scenario.

beginstate 11;
move_to_new_town(1,13,17);
break;

Place it inside the townscript for the town the trapdoor is in, and in the editor, place a special encounter over the trapdoor with the same number as the state you used. (The special encounter button is the one the looks like a black dot.) If you don't know how to make a townscript again its covered in the manual.

I hope that helps.

PS: Also you may want to check out this link
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Trap Doors in Blades of Avernum
Warrior
Member # 250
Profile #5
Taken from the first reply is this code.

beginstate 11; //Teleport to Basement
if (get_flag(0,6) == 1)
move_to_new_town(1,13,17);
break;

Now let me explain it.

beginstate 11; (each chunk of code in a scenario is usually part of a state. (The exceptions are the data scripts, but you don't have to worry about that.) The beginstate identifys that a new state has begun and the number is the number of the state.)

I'll skip the if statment because that is not necessary for the most basic use. If you wanted the trap door to only be open some of the time then you would use an if statment.

move_to_new_town(1,13,17); (This is the command that moves the party. The first number is the town number the party appears in. If you don't want the party to go to a different town, make the town number the same as the town number of where the trapdoor is. The second number is the x cooridinate where the party appears, and the third number is the y cooridinate where the party appears. If the x and y cooridinate parts doesn't make sense to you then you should go back and read the manual some more as their used in a good deal of calls.)

break; (This ends the state. It must be at the end of every state thats defined or the script will not run.)

Now your code would look like this with the state number and the 3 numbers inside the move_to_new_town adjusted for your own scenario.

beginstate 11;
move_to_new_town(1,13,17);
break;

Place it inside the townscript for the town the trapdoor is in, and in the editor, place a special encounter over the trapdoor with the same number as the state you used. (The special encounter button is the one the looks like a black dot.) If you don't know how to make a townscript again its covered in the manual.

I hope that helps.

PS: Also you may want to check out this link
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
Warrior
Member # 250
Profile #39
I'm pretty sure that this doesn't exist, but if it does please tell me as it be very helpful.

I'd like a get_is_new_round() command.

It would be called in a creature or terrain script, and would return 1 if this was the first time it was called in the current round, and return 0 otherwise.

This would greatly help with making a custom creature script that did a special action once a round every round. I've been able to make crude workarounds but such a command would be very helpful.

Edit: Problem answered below. leaving this post otherwise unchanged in so those that have the same problem would have an easier time finding the answer

[ Wednesday, August 25, 2004 08:14: Message edited by: Linthar ]
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Requests for BoA Scenario Format 3 in Blades of Avernum
Warrior
Member # 250
Profile #39
I'm pretty sure that this doesn't exist, but if it does please tell me as it be very helpful.

I'd like a get_is_new_round() command.

It would be called in a creature or terrain script, and would return 1 if this was the first time it was called in the current round, and return 0 otherwise.

This would greatly help with making a custom creature script that did a special action once a round every round. I've been able to make crude workarounds but such a command would be very helpful.

Edit: Problem answered below. leaving this post otherwise unchanged in so those that have the same problem would have an easier time finding the answer

[ Wednesday, August 25, 2004 08:14: Message edited by: Linthar ]
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Miscellany Shops in Blades of Avernum Editor
Warrior
Member # 250
Profile #6
One thing I'd recommend is running the get_ran part outside of the add item command. It depends on your scenario, but if you add a new item that is plot critical, you want to check to make sure that random chance doesn't make it appear in this shop and to do that you would need to make the random item generation a loop, that checks that the item number isn't a plot item, and then it can add it to the store. Otherwise just doing a loop over the course of 20-30 game days like suggested earlier seems like the best way to implement this.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Miscellany Shops in Blades of Avernum
Warrior
Member # 250
Profile #6
One thing I'd recommend is running the get_ran part outside of the add item command. It depends on your scenario, but if you add a new item that is plot critical, you want to check to make sure that random chance doesn't make it appear in this shop and to do that you would need to make the random item generation a loop, that checks that the item number isn't a plot item, and then it can add it to the store. Otherwise just doing a loop over the course of 20-30 game days like suggested earlier seems like the best way to implement this.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Storage area in Blades of Avernum
Warrior
Member # 250
Profile #3
quote:
Originally written by FZ:

If you are very clever, you might be able to do it with passwords - generate a password based on the stats of the item. Then, when the player reenters it, remake the item.

Of course, this is crying out for abuse.

I don't believe that is possible. As far as I can tell items that are to be found in the scenario that aren't core items, must be defined in the scenarios data file, which can't be modified in the actual scenario itself. There also aren't any scripting commands to make item not in the date script or to modify an item on the spot to give it different properties.

The best you can do is to figure out what you want to store, and create a scenario thats just those items in a room waiting to be picked up. This isn't that hard, and any custom items can be replicated perfectly by copying their data out of the scenario's data script it came from and pasting it into yours.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Code? in Blades of Avernum Editor
Warrior
Member # 250
Profile #11
I use BBEdit 6.5. Its indispensable for writing scripts. It has line numbers and they match up almost every time with the error messages the main program gives. I also find the soft wrap text useful, as it tends to make the points where I have lengthy dialog obvious, and this makes it easier to go through and proofread your text at a later date then when you write it. Of course its a good idea to proofread when you write, but something will slip by, and going back will usually catch some mistakes.

What I also find useful is a blank word processing document to either write text in or copy from the script to check spellings and more importantly check to make sure you aren't over the character limit for that particular chunk (word count features makes this a lot easier).
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Code? in Blades of Avernum
Warrior
Member # 250
Profile #11
I use BBEdit 6.5. Its indispensable for writing scripts. It has line numbers and they match up almost every time with the error messages the main program gives. I also find the soft wrap text useful, as it tends to make the points where I have lengthy dialog obvious, and this makes it easier to go through and proofread your text at a later date then when you write it. Of course its a good idea to proofread when you write, but something will slip by, and going back will usually catch some mistakes.

What I also find useful is a blank word processing document to either write text in or copy from the script to check spellings and more importantly check to make sure you aren't over the character limit for that particular chunk (word count features makes this a lot easier).
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Artifacts Hall in Blades of Avernum
Warrior
Member # 250
Profile #5
There is one thing that would make this incredibly more useful, and that would be going through the data script, and adding

it_identified = 1;

to every item so they default to identified. This would mean that you don't have to run back to identify every item before you decide if you want it.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
ZKR Fly areas. in Blades of Avernum
Warrior
Member # 250
Profile #3
Its strange, I checked once such area in the editor and there was something there, nothing major but something was there on purpose. The theory I've heard other people say about those places is that they were left over from the porting ZKR over from BOE where there was a fly spell which frankly I'm glad is gone. I managed to get around a few tough battles in some scenarios by flying around them.

Edit: Although there are no fly items in any current scenario it is quite possible to give the party the means to fly in a custom made scenario.

[ Wednesday, August 18, 2004 09:43: Message edited by: Linthar ]
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Emerald Mountain is Released! in Blades of Avernum
Warrior
Member # 250
Profile #33
I don't understand how everyone is finding it so difficult that they need to use level 30+ partys. I finished it with a party started at levels 16-18 that had just come out of a small rebellion and it still was fairly easy.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Suggestion for a stealth mission in Blades of Avernum
Warrior
Member # 250
Profile #3
There's an creature script in the editor folder that makes a creature move back and forth between two points which could simulate patroling guards. Its actually revaltivly simple to make a creature call a town state when it gets to close to the party and for that you can steal some code from the goblineater script in the valley of dying things, you would be looking for the part of the script that calls up two messages. If you need more help just ask.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Saved over ZKR file, nothing to give Khoth! in Blades of Avernum
Warrior
Member # 250
Profile #2
The second box that pops up should be the amount you want to give yourselfs of the special item. But I recommend not cheating, even if you fail to get to the fort on time you can still finish the scenario (not win, but finish). Also although its probally out of your reach I think that if you just kill koth you can advance on with a nice item as a reward. Note that this is not an easy task.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Someone help a newbie, pulll-ease! in Blades of Avernum
Warrior
Member # 250
Profile #4
Yes from your description, I can tell you that you need to get the bronze key, from the golem in the library by giving him a non destroyed textbook, which can be found for instance through a secret door in the student quaters.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Early Beta Test: Edge of Cipirus in Blades of Avernum
Warrior
Member # 250
Profile #48
Just a few things to try and see if you could get the email working.

First of all did you zip the file up, instead of just attaching it. Email doesn't like taking attachments that aren't a txt file, a picture, or compressed.

Second if I'm reading it right, your saying the norton antivirus is causing you problems. Did you try disabling it, emailing it out, and the reabling. That should fix most any problem antivirus software would cause.

Third, and this in unlikely, but I'm guessing you tried to send it out to all you betatesters at the same time. This could possably trigger some anti spam measure or exceed some limition in the bandwith or something of your email account. You might try sending it out one email at a time.

These are just suggestions and aren't guarnteeded to work.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Floating terrain? in Blades of Avernum Editor
Warrior
Member # 250
Profile #6
To tell you the truth that doesn't look that bad, except for the weird way the walls are showing to the south of the bridge. Of course having played plenty of spiderweb games, I've come not to expect super fancy graphics in a boe or boa scenario.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Floating terrain? in Blades of Avernum
Warrior
Member # 250
Profile #6
To tell you the truth that doesn't look that bad, except for the weird way the walls are showing to the south of the bridge. Of course having played plenty of spiderweb games, I've come not to expect super fancy graphics in a boe or boa scenario.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Vampire in Blades of Avernum Editor
Warrior
Member # 250
Profile #4
Vampires have never gotten much detail in the series. Looking at Dwtd it does confirm that vampires drink blood in the world of Avernum but that is hardly a surprise. Also looking at the dialog scripts there is one instance were whatever the head vampire is called, turns into a green mist and slips away through cracks in the floor.
Posts: 61 | Registered: Saturday, November 3 2001 08:00

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