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SHOPS - SHOPS - SHOPS> Oh, and more EVIL shops! in Blades of Avernum Editor
Agent
Member # 2820
Profile #6
In case you don't know, the manual has numerous bookmarks with pretty good titles when read in Abode Acrobat.

Instructions for making shops, though, is clumped in with "Making Dialogue" under a section called "Making Shops."

void add_item_to_shop(short which_shop,short which_item,short how_many)

is the call that stocks up shops, like Kel said. You can only add items to the shop at the moment.

In order to start shop mode, you need to use

void begin_shop_mode(char shop_name,char shop_desc,short which_shop,short price_adjust,short
sell_adjustment)

shop_name is the name of the shop.
shop_desc is a short description of the shop.
which_shop is the shop number that coincides with the shop numbers that you used in add_item_to_shop().
price_adjust can be from 0 to 6; the higher the more expensive the shop.
sell_adjust can be from -1 to 6; if -1, the shop doesn't buy items from you; the higher the number, the lower the selling price.

Unless you have shops that change stock dynamically, you should stock the shops in the START_SCEN_STATE of your scenario script. But you can use it anywhere.

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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
SHOPS - SHOPS - SHOPS> Oh, and more EVIL shops! in Blades of Avernum
Agent
Member # 2820
Profile #6
In case you don't know, the manual has numerous bookmarks with pretty good titles when read in Abode Acrobat.

Instructions for making shops, though, is clumped in with "Making Dialogue" under a section called "Making Shops."

void add_item_to_shop(short which_shop,short which_item,short how_many)

is the call that stocks up shops, like Kel said. You can only add items to the shop at the moment.

In order to start shop mode, you need to use

void begin_shop_mode(char shop_name,char shop_desc,short which_shop,short price_adjust,short
sell_adjustment)

shop_name is the name of the shop.
shop_desc is a short description of the shop.
which_shop is the shop number that coincides with the shop numbers that you used in add_item_to_shop().
price_adjust can be from 0 to 6; the higher the more expensive the shop.
sell_adjust can be from -1 to 6; if -1, the shop doesn't buy items from you; the higher the number, the lower the selling price.

Unless you have shops that change stock dynamically, you should stock the shops in the START_SCEN_STATE of your scenario script. But you can use it anywhere.

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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
Vahnatai in General
Agent
Member # 2820
Profile #12
Now that I think about it, species names are never capitalized! I believe spells should be capitalized all the time, while skills that refer to the game skills specifically should be capitalized. That is just game convention; manuals and the like emphasize that the thing they are talking about is in the game, and therefore should be special and important.

But I think it would be funny to see someone capitalize whenever he uses attribute names in his writing.

"I am very Tall. I'd say I'm fairly Strong, but not too Intelligent. Would you like to roll the dice for 10 points of Luck????"

Heh.

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What do I put here?
-Garrison
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Vahnatai in General
Agent
Member # 2820
Profile #9
Any spelling mistakes from here to the end of this post are not intentional.

Surprise, you are NOT the first person to notice this. Since the very first hint of the Vahnatai race in Exile 2 (?), people have been spelling it wrong. People who tend to lazily read while letting the brain make assumptions about words will constantly place nonexistant letters into the word to make it seem better in their mind.

This point reoccurs so much that most people do not even take the energy to correct someone on their first few times typing the race's name.

Skimming can errors like: develope, Slitherizkai, pharicee, chammois, mispell, aknowledge, backround (rare; usually just a typo) and analyzation.

As long as you don't make a scenario with Vahnatai consistently spelled wrong, I think we can all accept you and your special spellings.

[ Thursday, October 21, 2004 17:42: Message edited by: Garrison ]

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What do I put here?
-Garrison
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
For the sake of my 8-year old brothers naggings... in SubTerra
Agent
Member # 2820
Profile #6
Ben's family...
Scares me.

MSWXPLK2.6CHSLBASUX

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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
Damn School! in Blades of Avernum
Agent
Member # 2820
Profile #1
There is a key somewhere by the gremling infested rooms to the west. Remember to search all the bookshelves.

EDIT: The doors you are describing cannot be penetrated; the rock has melted around the door, 5 inches thick. You must go around to the other door which also leads into the same chamber hall. There is a silly little spectre there that likes to pretend to be powerful, summon shades, and try to stop you from getting to the stairs.

[ Wednesday, October 20, 2004 13:51: 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
Lost Opening Stone - Any Chance of Winning? in Blades of Avernum
Agent
Member # 2820
Profile #6
Wait a second, I think I have said something stupid. The Runed Stone is used to gain access to the School of Magery, and the Opening Stone is used to open the Green Gates.

Forget what I said earlier; special item 2 is an artifact left over from the BoE port. Instead give yourself item number 478.

There is only 1 Opening Stone if I remember correctly.

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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
It is not SPAM, I swear... in General
Agent
Member # 2820
Profile #4
Especially because only a few people are even interested enough to vote in the poll, and that is not good for determining statistics for the whole group.

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What do I put here?
-Garrison
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Lost Opening Stone - Any Chance of Winning? in Blades of Avernum
Agent
Member # 2820
Profile #2
The special item number is 2.

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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
Stupid question. in Blades of Avernum
Agent
Member # 2820
Profile #2
They most definitely do have mana which they need in order to cast spells. But they do gain spell points every turn, so casters will not become useless from using all their powerful, high SP spells.

Did you figure this out because higher level casters started casting Bolt of Fire, Summon Shade, and the like after many turns?

There are also a few calls that check and change character spell points for scenarios.

[ Monday, October 18, 2004 18:08: 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
Basalt Walls in Blades of Avernum
Agent
Member # 2820
Profile #4
They seem too crude to me. Making them look better might be difficult, but I think that a town with those walls would hurt my eyes.

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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
Item (Special) Help? in Blades of Avernum Editor
Agent
Member # 2820
Profile #2
Specifically, go to your scenario folder, then Za-Khazi Run, then open up zakhazi.txt. One of the Key special items should be the one you are looking for.

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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
Item (Special) Help? in Blades of Avernum
Agent
Member # 2820
Profile #2
Specifically, go to your scenario folder, then Za-Khazi Run, then open up zakhazi.txt. One of the Key special items should be the one you are looking for.

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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
Index in The Avernum Trilogy
Agent
Member # 2820
Profile #4
I find it crazy how he became a moderator for the Trilogy boards when he did. Enough said.

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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
Moving carts in Blades of Avernum Editor
Agent
Member # 2820
Profile #13
I am sorry for my ignorance, but I can't figure out exactly what these carts look like when in motion. Why doesn't the incrementing 'i' variable throw everything off? Wouldn't the coordinates set at the beginning be changed on the very next turn?

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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
Moving carts in Blades of Avernum
Agent
Member # 2820
Profile #13
I am sorry for my ignorance, but I can't figure out exactly what these carts look like when in motion. Why doesn't the incrementing 'i' variable throw everything off? Wouldn't the coordinates set at the beginning be changed on the very next turn?

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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
Moving carts in Blades of Avernum Editor
Agent
Member # 2820
Profile #9
ME always equals -1. You have to use my_number() for the conditionals that try to determine which cart the script is running for.

Multiple comparisons cannot be placed together (a < b < c). This is not a user friendly scripting engine! If this is possible in C, then that is news to me.

After skimming through the heart of the script, I think that it has some unneeded complexity in it. This causes making it work correctly more difficult. This may already be the best way of doing it, but I would have to think more about this in order to give you a definitive answer.

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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
Moving carts in Blades of Avernum
Agent
Member # 2820
Profile #9
ME always equals -1. You have to use my_number() for the conditionals that try to determine which cart the script is running for.

Multiple comparisons cannot be placed together (a < b < c). This is not a user friendly scripting engine! If this is possible in C, then that is news to me.

After skimming through the heart of the script, I think that it has some unneeded complexity in it. This causes making it work correctly more difficult. This may already be the best way of doing it, but I would have to think more about this in order to give you a definitive answer.

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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
making items in Blades of Avernum Editor
Agent
Member # 2820
Profile #3
Though spelling and grammar sure would have helped, the idea is somewhat fractured.

Are you saying that you saw a mention of the BoA Editor being able to edit items? As previously stated, you need to script in a custom item. You don't necessarily have to read all of the editor documentation, but pay close attention to the information on formatting your custom objects script.

I suggest learning at least the basics of manually creating custom items before you use the utility.

Welcome, I hope this is not going to be your last post.

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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
making items in Blades of Avernum
Agent
Member # 2820
Profile #3
Though spelling and grammar sure would have helped, the idea is somewhat fractured.

Are you saying that you saw a mention of the BoA Editor being able to edit items? As previously stated, you need to script in a custom item. You don't necessarily have to read all of the editor documentation, but pay close attention to the information on formatting your custom objects script.

I suggest learning at least the basics of manually creating custom items before you use the utility.

Welcome, I hope this is not going to be your last post.

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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
Some Problems in Blades of Avernum Editor
Agent
Member # 2820
Profile #5
Just note that you can't change the beginning introduction splash screens, but in game introductions are fully customizable. I'm sure that this capability will look better when dialog pictures are added.

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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
Some Problems in Blades of Avernum
Agent
Member # 2820
Profile #5
Just note that you can't change the beginning introduction splash screens, but in game introductions are fully customizable. I'm sure that this capability will look better when dialog pictures are added.

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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
Moving carts in Blades of Avernum Editor
Agent
Member # 2820
Profile #5
Yes, because there is no way for the carts to take into consideration that they are not supposed to stray off their tracks. A stop_moving() call should suffice.

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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
Moving carts in Blades of Avernum
Agent
Member # 2820
Profile #5
Yes, because there is no way for the carts to take into consideration that they are not supposed to stray off their tracks. A stop_moving() call should suffice.

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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
Mac and Windows Versions Just Patched in Blades of Avernum Editor
Agent
Member # 2820
Profile #2
No. Only bugs were fixed, though I haven't checked on the status of broken calls. If he did not make all the town hostility calls work, then I will become very pessimistic about SF3.

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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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