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Revive ALL in Blades of Avernum Editor
Agent
Member # 2820
Profile #2
If you want the party to completely die and then be revived, then there is no clean way to do it. I believe the game signals automatic loss immediately without taking any detours once the last character dies.

If this is what you want, a workaround for this is to create a lifesaver item. Use a call to check to see if it has been used. I can provide more elaboration later if necessary.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
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Alorael: War and violence would end if we all had each other's babies!
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Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Jeff, Valorim was cool!! in Avernum 4
Agent
Member # 2820
Profile #8
There are plenty of people with active imaginations who can help in this area, but telling Jeff what to do is not going to solve the problem that he still has to do the nitty-gritty stuff of putting it in.

In order for the game to be larger, we would really need him to have another programmer who could create towns and script while he dealt with relatively more important issues in the game.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
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Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Stuck in Za-Khazi Run in Blades of Avernum
Agent
Member # 2820
Profile #12
You must kill all of the keybearers and break their corresponding crystals. I believe there is one in each corner. Then you will get the key that opens the doors.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
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Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Character Speed in Geneforge Series
Agent
Member # 2820
Profile #14
Admittedly the turrets are an awfully weak junior version of pylons, but they're an OK substitute for active guards or defenses when the terrain is constructed to their advantage.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
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Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
alguien de chile? in The Avernum Trilogy
Agent
Member # 2820
Profile #8
Estoy confudido. Quien es Mab? Lo debo conocer?

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
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Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Outdoor Assignment.... in Blades of Avernum Editor
Agent
Member # 2820
Profile #9
That would be ideal, but I am pretty sure he wants to make an outdoor section in the middle of the world become transformed.

Anyway, I would suggest using the terrain changing script with some careful map design to keep the mechanics hidden from the player.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
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Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
The King is Dead (Others are as well.) in General
Agent
Member # 2820
Profile #12
His death was unusual and ill-fated. He was too young to die though statistically speaking he probably should have died several times over by now.

The sad thing is that stringrays usually mind their own business unless provoked. And this is the first time I have ever heard of someone being stabbed in the heart by one.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Need insight into a few things- Avernum 2 in The Avernum Trilogy
Agent
Member # 2820
Profile #10
Defense is extremely important unless you are sure you can get away with constantly healing your fighters. By defense I mean anything that decreases your chance to be hit. Anyway, later in all of the Avernum games your enemies will start to deal unreal amounts of damage if you get hit every time.

Hardiness is nearly useless in my experience, but maybe a point or two more of dexterity wouldn't hurt. I personally wouldn't put any more points into assassination since it is a rapidly diminishing return type of thing.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Stuck in Za-Khazi Run in Blades of Avernum
Agent
Member # 2820
Profile #7
But there are many things in that silly cavern that you might want to explore. Relatively pointless things, but why miss a thing in a game like this?

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Stuck in Za-Khazi Run in Blades of Avernum
Agent
Member # 2820
Profile #5
You can steal some really nice treasure and special items from Morog, but if you are playing on Torment you'd better have an overpowered party for the task. For the sake of being able to explore the Za-Khazi Run without constant fear of exceeding the time limit, I prefer the anti-shrooms charm.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
alguien de chile? in The Avernum Trilogy
Agent
Member # 2820
Profile #4
There's no better way to build an exclusive group than by muddling communication. Anyway, I suggested to him that if he is serious he should put another one up in General.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
draining effects (undead) in The Avernum Trilogy
Agent
Member # 2820
Profile #10
I thought it was because they get to kill you and eat your brains in the process.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Can you? in Blades of Avernum Editor
Agent
Member # 2820
Profile #2
The above script will be complex to implement because of all the general possibilities it must consider. Since you are the designer, I think you could make the map and script specific to each other and things would be much easier for you. For instance, if the only one narrow corridor or path to go from A to B, then the creature with the script will always move in the cardinal direction toward B because if it were blocked the pathfinding engine would tell it to stop. You can check for this halting and display your message then.

That example is pretty restrictive, but I think you get the idea.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Journey from the North Scenario Discussion in Blades of Avernum
Agent
Member # 2820
Profile #31
Of all things, just don't post something offensive or a flame in another language.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
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Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Creations in Geneforge 4: Rebellion
Agent
Member # 2820
Profile #9
You should remember that you have your own playing style and that most of us play in the way described by Alorael (Pluto Alien). What you want implemented would require several different modifications to the game, and to me it seems that it can either be more interesting than useful or overly exploitable. The whole deal with creations in the game is to figure out how to manage XP, essence, and skill points in order to make the best creation.

Also, don't take offense to your idea being called pokemon. It was a joke and evolutions are very pokemon-esque.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
draining effects (undead) in The Avernum Trilogy
Agent
Member # 2820
Profile #2
You cannot in an abstract sense regain what the strike took from you, but as I recall the amount of XP loss is recouped very easily. If you are being hit enough to times to warrant worrying about this type of thing, the XP lost is the least of your worries.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Journey from the North Scenario Discussion in Blades of Avernum
Agent
Member # 2820
Profile #26
There is nothing wrong with discussing a few, scenario related things on the message board, but occasionally it clutters up a public thread. Not really a complaint, just a comment.

Also, the word I think is WHOLE.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Journey from the North Scenario Discussion in Blades of Avernum
Agent
Member # 2820
Profile #1
Is there any particular effect you want to achieve by forcing the party to be singleton? Is this for story or for strategy?

The idea is not complex and its implementation should be fairly standard. Do try to think of a length for you scenario before you start designing too much, though.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
SW Game Release Dates? in General
Agent
Member # 2820
Profile #8
Carbon dating won't work on the games that haven't been Carbonized.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Message Calls Are The Devil in Blades of Avernum Editor
Agent
Member # 2820
Profile #8
There are only a few changes in the following. They should account for every possibility, indoors and outdoors.

begincreaturescript;

variables;

short i,target;
short check,message,nomess = -1,new = 0; // since you can assign them values right away
short best,status,targ;

body;

beginstate INIT_STATE;
set_char_script_mode(ME,2);

if (get_memory_cell(0) == 2)
set_mobility(ME,0);
break;

beginstate DEAD_STATE;
// Set the appropriate stuff done flag for this character being dead
if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
set_flag(get_memory_cell(1),get_memory_cell(2),1);
break;

beginstate START_STATE;
message = my_current_message();
if(message == 1){
nomess = -1;
set_attitude(ME,10);
}

if(message == -1){
if((tick_difference(nomess,get_current_tick()) >= 2) && (nomess > -1)){
if(get_flag(5,0) == 0){
message_dialog("Ogres are slow and dim witted, nevertheless it only takes this
one a short amount of time to realize that there are no overseers around, and thus no threat of whips and pain. It promptly
starts attacking anything in sight.","");
set_flag(5,0,1);
}
set_attitude(ME,11);
set_target(ME,-1);
}
if(nomess == -1)
nomess = get_current_tick();

}

if (target_ok()) { // the do_attack() call was missing
if (dist_to_char(get_target()) <= 16)
do_attack();
else set_target(ME,-1);
}

// Look for a target, attack it if visible
if (select_target(ME,8,0)) {
do_attack();
}
// Have I been hit? Strike back!
if (who_hit_me() >= 0) {
set_target(ME,who_hit_me());
do_attack();
}
break;
begincreaturescript;

variables;

short i,target;

body;

beginstate INIT_STATE;
set_char_script_mode(ME,4); // setting this to run every turn period accounts for at least one special case I can think of
if (get_memory_cell(0) == 2)
set_mobility(ME,0);
break;

beginstate DEAD_STATE;
// Set the appropriate stuff done flag for this character being dead
if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
set_flag(get_memory_cell(1),get_memory_cell(2),1);
break;

beginstate START_STATE;
// if I have a target for some reason, go attack it

if (target_ok()) {
if (dist_to_char(get_target()) <= 16)
set_state(3);
else set_target(ME,-1);
}

// Look for a target, attack it if visible
if (select_target(ME,8,0)) {
do_attack();
set_state(3);
}

if (who_hit_me() >= 0) {
set_target(ME,who_hit_me());
do_attack();
set_state(3);
}


// Otherwise, just peacefully move around. Go back to start, if I'm too far
// from where I started.
if ((my_dist_from_start() >= 6) || ((my_dist_from_start() > 0) && (get_memory_cell(0) > 0))) {
if (get_ran(1,1,100) < 40)
return_to_start(ME,1);
}
else if (get_memory_cell(0) == 0) {
fidget(ME,25);
}

// if we're in combat and the above didn't give me anything to do, just
// stop now. Otherwise, game will keep running script, and that eats up CPU time.
if (am_i_doing_action() == FALSE)
end_combat_turn();
break;

beginstate 3; // attacking

print_str("Sent");
broadcast_char_message(15,1,0);

if (target_ok() == FALSE)
set_state(START_STATE);
do_attack();
break;
If you want to make a nice live-action scene with an overseer beating up an ogre, I have the perfect script for that in case you'd like to see it.

[ Wednesday, August 30, 2006 21:00: Message edited by: Garrison ]

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Message Calls Are The Devil in Blades of Avernum Editor
Agent
Member # 2820
Profile #6
I apologize for not noticing that you took out state 3 in your script. Could you post the whole script, by the way? I'd like to see how you set it up. I have a pretty good idea of how to improve this, but I'd have to see how you are doing it now.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Message Calls Are The Devil in Blades of Avernum Editor
Agent
Member # 2820
Profile #4
Actually, if you have not modified the rest of the control structure of this script, there are a handful of possible problems.

As wz pointed out, the NPC must act after its overseer in order for this to work.

The message dialog seems to assume that the overseer must be dead if it has not been around for a round. However, because you said the monster script reverts it attitude when it comes back, you imply that the overseer might just be out of the area when the ogre goes rogue.

Since this code is in START_STATE, it will not have any effect while the ogre is attacking one target -- the ogre will be in state 3 for the entire duration of which. You probably do not want this because I tend to think it will be too busy attacking you to change attitudes.

Also, if you wanted to do this simply, why didn't you just use the SDF version? If you do not like SDFs for this, you could also use a set_memory_cell call on a group.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Message Calls Are The Devil in Blades of Avernum Editor
Agent
Member # 2820
Profile #1
I am pretty sure you are just experimenting, so this script is fine for that purpose. However, if you need this to do something important, there are simpler and more reliable ways to do this.

I haven't confirmed your statement about the reassignment of message in the same turn when START_STATE runs again, but I'll assume your take on the situation is right and I present this code which should work:

beginstate START_STATE;
message = my_current_message();
if(message == 1){
nomess = get_current_tick();
set_attitude(ME,10) // is this really necessary?
}
if(message == -1){
if(tick_difference(nomess,get_current_tick()) >= 2){
message_dialog("The ogre, realizing that its tormentor is dead, promptly turns on its former masters.","");
set_attitude(ME,11);
}

if (target_ok()) {
if (dist_to_char(get_target()) <= 16)
else set_target(ME,-1);
}

// Look for a target, attack it if visible
if (select_target(ME,8,0)) {
do_attack();
}

// Have I been hit? Strike back!
if (who_hit_me() >= 0) {
set_target(ME,who_hit_me());
do_attack();
}
break;


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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Using BoA to tell a story in Blades of Avernum Editor
Agent
Member # 2820
Profile #12
The intro screens are a nice effect to keep and I believe the "standard" way to do this is to provide a prefabricated party in a save file where they are not in any scenario. With a little of scripting at the very start of the scenario, the party will be everything the designer expects.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Create Drakon in Geneforge Series
Agent
Member # 2820
Profile #4
You can either use the cheat codes for some basic amenities, or download the scripts/editors with their instructions at the top of this page.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00

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