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Stupid Question in Blades of Avernum Editor
Agent
Member # 27
Profile #18
New question:

I am designing a practice town with a lot of puzzles, SDFs, and combinations. I am trying to make an altar that kills a character of your choice if he doesn't have enough (stat). Please help me fill in this code (or fix whatever I screwed up).

beginstate 14;
// select character
// selected character = ME
reset_dialog()
add_dialog_str(0,"blah blah.",0);
add_dialog_str(1,"blah blah.",0);
add_dialog_str(2,"Rest on the altar?");
add_dialog_choice(0,"Try to resist");
add_dialog_choice(1,"Rest on the altar.");
choice = run_dialog();
if ((choice = 1) && (get_stat(ME,2) >= 6)) {
message_dialog("blah blah.","");
end();
}
else {
message_dialog("Blah blah.","");
kill_char(ME,2,0);
end();
}
if (choice = 2) {
message_dialog("Blah blah.","");
kill_char(ME,2,0);
end();
}
break;
Edit: Mainly I want you to correct any large errors and fill in what I need at the top. I've already found most of the small errors and typos.

[ Friday, June 30, 2006 08:00: Message edited by: Enraged Slith ]
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum
Agent
Member # 27
Profile #18
New question:

I am designing a practice town with a lot of puzzles, SDFs, and combinations. I am trying to make an altar that kills a character of your choice if he doesn't have enough (stat). Please help me fill in this code (or fix whatever I screwed up).

beginstate 14;
// select character
// selected character = ME
reset_dialog()
add_dialog_str(0,"blah blah.",0);
add_dialog_str(1,"blah blah.",0);
add_dialog_str(2,"Rest on the altar?");
add_dialog_choice(0,"Try to resist");
add_dialog_choice(1,"Rest on the altar.");
choice = run_dialog();
if ((choice = 1) && (get_stat(ME,2) >= 6)) {
message_dialog("blah blah.","");
end();
}
else {
message_dialog("Blah blah.","");
kill_char(ME,2,0);
end();
}
if (choice = 2) {
message_dialog("Blah blah.","");
kill_char(ME,2,0);
end();
}
break;
Edit: Mainly I want you to correct any large errors and fill in what I need at the top. I've already found most of the small errors and typos.

[ Friday, June 30, 2006 08:00: Message edited by: Enraged Slith ]
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum Editor
Agent
Member # 27
Profile #14
Thank you, that cleared a lot of things up.
beginstate 12;
if (get_flag(2,3) <= 0) {
reset_dialog_preset_options(2);
choice = run_dialog(0);
}
if (choice == 2) {
play_sound(99);
set_terrain(18,10,375);
set_terrain(15,12,33);
set_flag(2,3,1);
message_dialog("You pull the lever.","At first nothing seems to happen, then something spawns on the pentagram.");
put_effect_on_space(20,8,10,4,1);
place_monster(20,8,59,1);
}
break;
Is this more or less what it should look like now? Note that I set 'choice' as a variable earlier in the town script.

Edit: And yes I did read the one-shot specials section, but I'm going to stay away from 'end()'for the time being until I get a better handle on scripting.

[ Tuesday, June 27, 2006 08:58: Message edited by: Enraged Slith ]
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum
Agent
Member # 27
Profile #14
Thank you, that cleared a lot of things up.
beginstate 12;
if (get_flag(2,3) <= 0) {
reset_dialog_preset_options(2);
choice = run_dialog(0);
}
if (choice == 2) {
play_sound(99);
set_terrain(18,10,375);
set_terrain(15,12,33);
set_flag(2,3,1);
message_dialog("You pull the lever.","At first nothing seems to happen, then something spawns on the pentagram.");
put_effect_on_space(20,8,10,4,1);
place_monster(20,8,59,1);
}
break;
Is this more or less what it should look like now? Note that I set 'choice' as a variable earlier in the town script.

Edit: And yes I did read the one-shot specials section, but I'm going to stay away from 'end()'for the time being until I get a better handle on scripting.

[ Tuesday, June 27, 2006 08:58: Message edited by: Enraged Slith ]
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum Editor
Agent
Member # 27
Profile #10
Thanks for clearing up the function of run_dialog(), however, one thing about it still bugs me.

The phrase "choice = run_dialog(1);". What is the function of choice = and why change the variable from '0' in the first place? Wouldn't saying choice = run_dialog(1) be the same as saying
0 = run_dialog(1)? So what would 0 = run_dialog() mean? Isn't '0' preset to false?
And when writing the next part of the script
if (choice == 2) // or (0 == 2)and '2' just being an example of an answer.
Wouldn't that basically be saying if (FALSE)? I'm running on low sleep and this problem is driving me crazy. Please clarify.

A less involved question: What exactly is the function of 'end()' and when would it be used?
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum
Agent
Member # 27
Profile #10
Thanks for clearing up the function of run_dialog(), however, one thing about it still bugs me.

The phrase "choice = run_dialog(1);". What is the function of choice = and why change the variable from '0' in the first place? Wouldn't saying choice = run_dialog(1) be the same as saying
0 = run_dialog(1)? So what would 0 = run_dialog() mean? Isn't '0' preset to false?
And when writing the next part of the script
if (choice == 2) // or (0 == 2)and '2' just being an example of an answer.
Wouldn't that basically be saying if (FALSE)? I'm running on low sleep and this problem is driving me crazy. Please clarify.

A less involved question: What exactly is the function of 'end()' and when would it be used?
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum Editor
Agent
Member # 27
Profile #8
Maybe it's just because I've just started but the run_dialog() instructions seemed very vague to me. I spent a lot of time trying to make sense of them, but the closer I thought I knew what they did, the less I actually understood. Could someone clarify this call's function for me?
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum
Agent
Member # 27
Profile #8
Maybe it's just because I've just started but the run_dialog() instructions seemed very vague to me. I spent a lot of time trying to make sense of them, but the closer I thought I knew what they did, the less I actually understood. Could someone clarify this call's function for me?
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum Editor
Agent
Member # 27
Profile #5
beginstate 12;
if (get_flag(2,3) <= 0) {
reset_dialog_preset_options(2);
run_dialog(0) == 2;
play_sound(99);
set_terrain(18,10,375);
set_terrain(15,12,33);
set_flag(2,3,1);
message_dialog("You pull the lever.","At first nothing seems to happen, then something spawns on the pentagram.");
put_effect_on_space(20,8,10,4,1);
place_monster(20,8,59,1);
}
This worked. I combined them together like you said, and the message dialog wouldn't continue to show up every subsequent time I stepped on the lever.

quote:
If you use the original specobj script for the lever, memory cells 2 and 3 are the coordinates of a flag that, when set to 1, prevent the event from happening. So... set mem cell 2 =2 and mem cell 3 = 3 to prevent the lever from being used again.

It's little important facts like these I wish were put in big bold letters somewhere easy to find.

Question: I set the memory cells on the lever to my SDF. Does this mean I dont have to use the call set_flag(2,3,1)?

Edit: And because I used the specobj script on the lever, do I not have to place special encounter over it?

[ Sunday, June 25, 2006 14:07: Message edited by: Enraged Slith ]
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum
Agent
Member # 27
Profile #5
beginstate 12;
if (get_flag(2,3) <= 0) {
reset_dialog_preset_options(2);
run_dialog(0) == 2;
play_sound(99);
set_terrain(18,10,375);
set_terrain(15,12,33);
set_flag(2,3,1);
message_dialog("You pull the lever.","At first nothing seems to happen, then something spawns on the pentagram.");
put_effect_on_space(20,8,10,4,1);
place_monster(20,8,59,1);
}
This worked. I combined them together like you said, and the message dialog wouldn't continue to show up every subsequent time I stepped on the lever.

quote:
If you use the original specobj script for the lever, memory cells 2 and 3 are the coordinates of a flag that, when set to 1, prevent the event from happening. So... set mem cell 2 =2 and mem cell 3 = 3 to prevent the lever from being used again.

It's little important facts like these I wish were put in big bold letters somewhere easy to find.

Question: I set the memory cells on the lever to my SDF. Does this mean I dont have to use the call set_flag(2,3,1)?

Edit: And because I used the specobj script on the lever, do I not have to place special encounter over it?

[ Sunday, June 25, 2006 14:07: Message edited by: Enraged Slith ]
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum Editor
Agent
Member # 27
Profile #2
New question: Here is some scripting I wrote for my practice scenario. It works, but for some reason keeps reactivating. What I mean is, when you pull the lever for the first and what should be only time, everything works. But when you step on the lever again you get the message
quote:
"You pull the lever. At first nothing seems to happen, then something spawns on the pentagram."

Nothing else happens. The demon doesn't spawn, the sound effect doesn't go off, nothing. But the message comes up every time you walk over the lever. Here is my code:

beginstate 12;
if (get_flag(2,3) <= 0) {
reset_dialog();
add_dialog_str(0,"An innocent lever sits in the floor.",0);
add_dialog_str(1,"Pull it?",0);
add_dialog_choice(0,"Yes");
add_dialog_choice(1,"No");
}
if ((run_dialog(0) == 1) && (get_flag(2,3) <= 0)) {
play_sound(99);
set_terrain(18,10,375);
set_terrain(15,12,33);
set_flag(2,3,1);
set_state_continue(13);
}
break;
beginstate 13;
if (get_flag(3,3) <= 0) {
message_dialog("You pull the lever.","At first nothing seems to happen, then something spawns on the pentagram.");
place_monster(20,8,59,1);
put_effect_on_space(20,8,10,4,1);
set_flag(3,3,1);
}
break;
To keep my question simple, WTF?
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum
Agent
Member # 27
Profile #2
New question: Here is some scripting I wrote for my practice scenario. It works, but for some reason keeps reactivating. What I mean is, when you pull the lever for the first and what should be only time, everything works. But when you step on the lever again you get the message
quote:
"You pull the lever. At first nothing seems to happen, then something spawns on the pentagram."

Nothing else happens. The demon doesn't spawn, the sound effect doesn't go off, nothing. But the message comes up every time you walk over the lever. Here is my code:

beginstate 12;
if (get_flag(2,3) <= 0) {
reset_dialog();
add_dialog_str(0,"An innocent lever sits in the floor.",0);
add_dialog_str(1,"Pull it?",0);
add_dialog_choice(0,"Yes");
add_dialog_choice(1,"No");
}
if ((run_dialog(0) == 1) && (get_flag(2,3) <= 0)) {
play_sound(99);
set_terrain(18,10,375);
set_terrain(15,12,33);
set_flag(2,3,1);
set_state_continue(13);
}
break;
beginstate 13;
if (get_flag(3,3) <= 0) {
message_dialog("You pull the lever.","At first nothing seems to happen, then something spawns on the pentagram.");
place_monster(20,8,59,1);
put_effect_on_space(20,8,10,4,1);
set_flag(3,3,1);
}
break;
To keep my question simple, WTF?
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum Editor
Agent
Member # 27
Profile #0
Where can I get the coordinates of a space, besides counting the squares in the editor. I use a PC, if that makes any sort of difference.
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Stupid Question in Blades of Avernum
Agent
Member # 27
Profile #0
Where can I get the coordinates of a space, besides counting the squares in the editor. I use a PC, if that makes any sort of difference.
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
New Custom Monster Graphic in Blades of Avernum
Agent
Member # 27
Profile #13
IMAGE(http://i59.photobucket.com/albums/g296/JetGuitarist89/BoA%20Graphics/verdugopriest.jpg) Alright here he is, I hope this works. I'll have to email it though, for reasons explained below.

IMAGE(http://i59.photobucket.com/albums/g296/JetGuitarist89/BoA%20Graphics/verdugoblackpreview.jpg)
Here is a preview of a different version of him with a scythe and without the helmet.

IMAGE(http://i59.photobucket.com/albums/g296/JetGuitarist89/BoA%20Graphics/preview2.jpg)
Here is a preview of two other NPCs I may eventually finish.

Edit: Bonus points to whoever figures out where the bottom two are from.

Edit2: Crud, I hope photobucket doesn't automatically convert bitmaps to jpegs. I might have to send you the graphic by email.

And to anyone who doesn't know, not only is jpeg the wrong format for BoA, it screws up the colors and destroys the white backgrounds, etc.

[ Sunday, June 18, 2006 12:26: Message edited by: Enraged Slith ]
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
New Custom Monster Graphic in Blades of Avernum
Agent
Member # 27
Profile #11
IMAGE(http://i59.photobucket.com/albums/g296/JetGuitarist89/BoA%20Graphics/barebonespriestthing.jpg)
Is this basically what you mean?

EDIT: I could make him similar to the flail version, and have him swing the censer, or I could make him a total caster and have him do something like raise the censer instead. Suggestions?

[ Saturday, June 17, 2006 20:24: Message edited by: Enraged Slith ]
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
New Custom Monster Graphic in Blades of Avernum
Agent
Member # 27
Profile #8
I suppose I could make a few other versions of this guy... which I will eventually post.

EDIT: Does the censer emit a smoke? Because if it does, this could take a lot longer than first planned.

EDIT 2: Any different color variatons, while I'm at it?

[ Saturday, June 17, 2006 17:04: Message edited by: Enraged Slith ]
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
New Custom Monster Graphic in Blades of Avernum
Agent
Member # 27
Profile #5
quote:
Very nice graphic. It reminds me of those castle priest guys in Resident Evil 4.
IMAGE(http://www.outofthecellartoys.com/images/images_27837/NEC10176GS.JPG)

Cyglade wins!
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
New Custom Monster Graphic in Blades of Avernum
Agent
Member # 27
Profile #0
I actually churned out another one, which is rare, because I generally get bored with graphics half way through making them.

I hope some of you find this useful, and I'd appreciate credit if anyone uses this.

IMAGE(http://i59.photobucket.com/albums/g296/JetGuitarist89/BoA%20Graphics/verdugo.jpg)
It's some sort of dark priest-like character. Bonus points to anyone who guesses where the inspiration came from.

Edit: I'll probably use this thread to post any graphics I make.
Note: If anyone wants to use these graphics for their scenario, email me at JetGuitarist89@aol.com and I'll send them to you. Photobucket automatically converts all bitmaps into jpegs, which screw up the color scheme and make the graphics unusable.

[ Sunday, June 18, 2006 12:27: Message edited by: Enraged Slith ]
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Boa scenario's: what stage are they in now? in Blades of Avernum
Agent
Member # 27
Profile #69
I am currently working on a very very small, straight forward, beginner scenario. The plot has been planned, the points have been set, the terrain has been crafted, and roles have been given. All that is left is the scripting (heh).

I do have an important question though. Most of the scenario takes place in one town, and although the story progresses, the town stays the same. I am given 200 dialogue nodes, and though I think that will be enough, every NPC's dialogue changes around a few times and I have about 5-6 major NPCs. If each NPC uses a different 10-20 dialogue nodes each time an important plot point is reached, how can I stay within the 200 node limit?
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
New melee/archer options for A5 in Avernum 4
Agent
Member # 27
Profile #3
I do not think combat was the point of Avernum 4. This isn't Diablo 2.

Warriors and archers are already powerful enough. Giving them special abilities without reducing their other aspects will make them much more boring to play. At the same time, giving warriors and archers special abilities would basically make them melee mages, and unless Jeff boosted magic considerably, no one would have any real reason to play mages anymore.

Rather than special abilities, I'd suggest adding extra skills, like assassination, for more micromanaging. Adding skills like "Stunning Blow," (+1% chance, per point, to stun an enemy for 1-3 rounds, etc.) would give a larger variety of warriors and archers to make. Half the fun of making a party is watching them grow and fulfill their positions. A game becomes more interesting the moment more positions can be filled.

Mages and priests would still get a diverse spell group, and warriors and archers would get a diverse set of skills to choose from.

EDIT: By the way, if warriors and archers could support and buff themselves, the Priest's supporting role would become obsolete.

[ Friday, June 16, 2006 12:55: Message edited by: Enraged Slith ]
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Would you be interested in a sci fi RPG: THE POLL in General
Agent
Member # 27
Profile #28
If future sci-fi is what you want, Jeff could simply remake Geneforge... with robots.
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
The next Scenerio Design Contest? in Blades of Avernum
Agent
Member # 27
Profile #15
Are there any important rules in this contest?
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Return to the Vale in Blades of Avernum
Agent
Member # 27
Profile #5
The scenario is reset.
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
New Playable Race? in Avernum 4
Agent
Member # 27
Profile #32
Maybe Jeff will make an Avernum from the Vahnatai perspective where you play as the Vahnatai rather than the original three races. I know that he swore he would never allow Vahnatai PCs but remember, he also swore he would never make a 4th Avernum...
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00

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