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A problem: making game remeber where are the items in Blades of Avernum Editor
Agent
Member # 2820
Profile #1
It's not possible.

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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
A problem: making game remeber where are the items in Blades of Avernum
Agent
Member # 2820
Profile #1
It's not possible.

--------------------
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
Beta testers wanted for cross-platform script editor in Blades of Avernum Editor
Agent
Member # 2820
Profile #2
Depends on your version of the Python interpreter, I think. Or those are just different parts/versions of the library.

[ Saturday, August 21, 2004 07:19: 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
Beta testers wanted for cross-platform script editor in Blades of Avernum
Agent
Member # 2820
Profile #2
Depends on your version of the Python interpreter, I think. Or those are just different parts/versions of the library.

[ Saturday, August 21, 2004 07:19: Message edited by: Garrison ]

--------------------
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
Where should I start designing? in Blades of Exile
Agent
Member # 2820
Profile #75
I remember when the Spidweb Boards were running some other forum software. Then there was a big topic about switching to UBB and how it was going to become a conspiracy like EZBoard.

I ventured around in the BoE Webring and was obsessed with the Knights of Ni page. I looked into the Desperance, but it was too crazy for me.

I've been lurking for so long, you wouldn't imagine. By the way, I've revealed my birthday and age before on my old account. I swear it'll be worth it if you can remember!

EDIT: Yay, page 4.

[ Friday, August 20, 2004 20:30: 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
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
Agent
Member # 2820
Profile #17
Yes, yes a matrix of base 256 numbers. But that isn't very easy. I can understand how increasing the SDFs from an unsigned byte to a signed short can increase the memory usage, but it is only 9000 bytes! Thats not even 10 Kb, and he could seriously use some compression on things like that.

There can only be 20 variables per script. Definitely would like that limit to be lifted, but I don't carry much weight in this argument.

I can't really reasonably suggest what the priorities, so I think I will make a list of likely ones.

Likely:
1.1
2.1
3.1
3.2
4.2
7.3
8.2
9.1
14.1
14.2

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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
Requests for BoA Scenario Format 3 in Blades of Avernum
Agent
Member # 2820
Profile #17
Yes, yes a matrix of base 256 numbers. But that isn't very easy. I can understand how increasing the SDFs from an unsigned byte to a signed short can increase the memory usage, but it is only 9000 bytes! Thats not even 10 Kb, and he could seriously use some compression on things like that.

There can only be 20 variables per script. Definitely would like that limit to be lifted, but I don't carry much weight in this argument.

I can't really reasonably suggest what the priorities, so I think I will make a list of likely ones.

Likely:
1.1
2.1
3.1
3.2
4.2
7.3
8.2
9.1
14.1
14.2

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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
Avernum 3: Automap slowing me down in Tech Support
Agent
Member # 2820
Profile #1
Upgrade your computer.

Otherwise try cleaning out your system, defragging your hard disk, turning off all unnecessary background tasks with the task manager, and running the game with low resolution.

I'd usually say something about malware, but that's not pertinent.

But I've played Avernum 3 on a 400 Mhz computer before and it seemed to run fine.

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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 Serious Help with VoDT!!! in Blades of Avernum
Agent
Member # 2820
Profile #2
First of all, there is a tutorial with the DOCUMENTATION.

Second of all, search very thoroughly for secret passages. The key to reach the 2 staircases in the Student's Quarters is in a book on a bookshelf in a locked room in the Southwest corner. The library should be readily accessible from there. The Vahnatai are in a tunnel through the rubble in the Libraries. They'll send you to Chief Spider and give you the Crystal of Power, who will help you get the Opening stone. Make sure you have the Instruction Scrolls before proceeding.

You have to go through the Experiment Halls Southern exit once you have the appropriate key to go through a winding cavern which leads to the Control Center, where you will activate the control panel in the Major Waste Depository. After that, finish up with the MWD and win the scenario.

EDIT: FOUR MINUTES??? I must be typing slower and slower.

[ Thursday, August 19, 2004 21:35: 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
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
Agent
Member # 2820
Profile #12
Maybe a 'static' keyword preceding the variable declaration would make it be remembered like an SDF. I feel that memory cells should be remembered unconditionally. Example:
static short tick_counter;

Maybe if all the strings that can change sizes later could be appended onto the end of the memory stack so it has a lot of space to expand.

Given that the vectors and such are currently being suggested as a construct managed through calls, nested vectors would require a syntax change.

short array[10][2];
as opposed to the more javascriptish alternative.

But if it must be done through calls, it should be noted that you need to be able to accomplish 3 things: Declare and define the the vector in the variables section, get the value of an element, and set the value of an element.

Yet... Screw it for now, it is late and I should probably delve a little more into my little programming book before I say something stupid.

Oh yes, and am I right in assuming that request_target() would activate a targeting mode where the little letters appear above the correct monsters, and you get to choose a single target, the number of which is returned by the call?

[ Thursday, August 19, 2004 21:29: Message edited by: Garrison ]

--------------------
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
Requests for BoA Scenario Format 3 in Blades of Avernum
Agent
Member # 2820
Profile #12
Maybe a 'static' keyword preceding the variable declaration would make it be remembered like an SDF. I feel that memory cells should be remembered unconditionally. Example:
static short tick_counter;

Maybe if all the strings that can change sizes later could be appended onto the end of the memory stack so it has a lot of space to expand.

Given that the vectors and such are currently being suggested as a construct managed through calls, nested vectors would require a syntax change.

short array[10][2];
as opposed to the more javascriptish alternative.

But if it must be done through calls, it should be noted that you need to be able to accomplish 3 things: Declare and define the the vector in the variables section, get the value of an element, and set the value of an element.

Yet... Screw it for now, it is late and I should probably delve a little more into my little programming book before I say something stupid.

Oh yes, and am I right in assuming that request_target() would activate a targeting mode where the little letters appear above the correct monsters, and you get to choose a single target, the number of which is returned by the call?

[ Thursday, August 19, 2004 21:29: Message edited by: Garrison ]

--------------------
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
Maximum numbers of ...? in Blades of Avernum Editor
Agent
Member # 2820
Profile #2
70 characters for the little text box in the lower right corner of the playing screen.

I think it is 64000 lines of code for a single script.

Max level is 50 for NPCs.

SDFs can range from 0 to 255, 'short's range from -32767 to 32767.

200 nodes for dialogue, 90 custom states, I think 120 items in a town.

--------------------
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
Maximum numbers of ...? in Blades of Avernum
Agent
Member # 2820
Profile #2
70 characters for the little text box in the lower right corner of the playing screen.

I think it is 64000 lines of code for a single script.

Max level is 50 for NPCs.

SDFs can range from 0 to 255, 'short's range from -32767 to 32767.

200 nodes for dialogue, 90 custom states, I think 120 items in a town.

--------------------
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
Bug list and suggestions in Blades of Avernum
Agent
Member # 2820
Profile #0
Considering that there is a big topic going on about suggestions for new calls in the BoA Editor forum, I thought it might be fitting to start this topic. If you know of any unknown bugs or issues in BoA, post them here.

The idea is that if Jeff implements the calls in SF3, then it would make sense to add together the bug fixes into one patch since he always complains about bandwidth for multiple patches and such.

Keep suggestions to the engine an absolute minimum unless they are important.

*get_nearest_char() and get_nearest_good_char() always return the monster running the script; originally meant for terrain scripts, but it could be tweaked

*The "line of sight" should be tweaked because sometimes A can see B, but not the other way around

*When a monster’s level is changed with set_level(), the stats only change to what they would be on normal difficulty, problems arise when you are not playing on normal

*The forcecage spell needs to be tweaked; monsters can move around town mode, but they cannot attack nor be attacked; Wall of Blades for some reason hurts forcecaged creatures if adjacent to a target

*It is sometimes impossible to select an something behind high terrain,

*The items that the party can get with the 'Get' command are not restricted by beams, special encounters, or even dangerous floors/terrain

*The search action is available as long as one of the PCs is next to a hot spot and it is visible, but this doesn’t take into account if there is a blocked space or beam in the way

*Fix docs to say print_big_str_num() instead of print_big_str_color(); former call only prints in blue and the 4th parameter is thrown out

*char_take_item() doesn't work

*town_status(), set_town_status(), make_town_hostile() don’t work

*The ME macro doesn't work for the level calls

*print_num[s]() won't print negative numbers

*Placing a spawn_creature() call after the character is erased in the DEAD_STATE of the creature causes the game to crash

*Giving a crossbow in the editor to an NPC that has a bow crashes the game

*Cycling leftward on the inventory description screen past your armor slot crashes the game

*Sometimes approach_waypoint() and maintain_dist_to_char() cause the affected creature to instantly appear at the place it 'wants' to go

*Fix beam bugs; Beams will destroy any terrain that can crumble that is in its path. A beam is considered to have passed through the spot with a mirror when it encounters it; therefore a terrain that can crumble with a mirror placed in it will crumble when a beam hits it

*Friendly NPCs do not regain spell points/energy

*get_courage() call actually takes in 2 integers, the first one is the character whose courage will be returned, and the second is a dummy number.

*If you move the screen around by using the NESW buttons on the corners of the playing screen, you can use the 'look' command to interact with objects as if you were in the center of the screen; this exludes searching containers; but includes, though not limited to, activating scripts [specobj, door, etc.], reading signs, and clearing webs.

*Apparently, the negative sign for the use of negating a value only works for constants, and not variables or functions that return integers. The game says will say it is missing an integer. For example, the value -5 works, but
i = 5;
-i;
will cause an error. So will something like:
f(n) = 5;
-f(n);
causes an error. The workaround is to either do (0 - x), or (-1 * x) where x is either a variable or a function, but this is just poor implementation on Jeff's part.

*Here's one that is somewhat difficult to explain in words that involves set_char_status() and get_char_status().
For reference:

void set_char_status(short which_char_or_group,short which_status,short how_much,short
is_forced,short give_update)
- Changes status which_status for character/group
which_char_or_group by amount how_much. If is_forced is 1, the status is always changed by
the full amount. If is_forced is 0 then, for negative statuses, the character’s resistances
apply.
If the status is forced, no update will be given. Otherwise, an update will be given if give_update is 1.

short get_char_status(short which_char,short which_status) - Returns the current value of
status which_status for character which_char.

If is_forced is 1, then setting status 1 will affect shielding and setting status 2 will affect blessing (which it is not supposed to do). Otherwise, it will act according to the docs.

But get_char_status() always uses the flipped values, so getting status 1 would return the shielding level instead of blessing, etc...

But the rest of the status types work OK with these calls.

*Might not be a bug, but the automatic attack that a character gets against another character when the hostile one moves away from the other when they were standing next to each other DOES cost the attacking creature AP

*Species 12 (Special) is documented to be immune to assassination, but that is not so. Special creatures also have no resistance towards being stoned.

*change_char_health() will not affect creatures that split, possibly because splitting creatures don't regain health

======================

+Light should be recalculated when terrain changes and special effects are on

+The outdoor path finding AI is not given enough time like in Town mode to intelligently seek out the party

+Stealing should also be seen when friendly creatures see the party when they steal, like in BoE

+Waiting on dangerous floors should continue to damage party, likewise doing so on a persistent encounter should do the same

+There are problems with the party moving in and out of combat. They jump around, move through encounters, sometimes can't even exit out of combat because the game likes "single-file" parties.

+The change_spell_level() call is difficult to use for monsters because the game announces each spell that is changed and what level it has been changed to. It kind of ruins the atmosphere when it says something like "Wizard learns Arcane Blow at level 5." Maybe the message shouldn't pop up for characters other than your own.

[ Sunday, September 19, 2004 14:08: Message edited by: Garrison ]

--------------------
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
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
Agent
Member # 2820
Profile #7
run_town_script() and run_scenario_script() work because the variables are guaranteed to be in memory, but what about the other ones? How could script 1 call script 2 state 4 and expect the variables that are tied to script 2 to work?

--------------------
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
Requests for BoA Scenario Format 3 in Blades of Avernum
Agent
Member # 2820
Profile #7
run_town_script() and run_scenario_script() work because the variables are guaranteed to be in memory, but what about the other ones? How could script 1 call script 2 state 4 and expect the variables that are tied to script 2 to work?

--------------------
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
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
Agent
Member # 2820
Profile #4
Don't post tl, dr.

[ Thursday, August 19, 2004 14:55: Message edited by: Garrison ]

--------------------
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
Requests for BoA Scenario Format 3 in Blades of Avernum
Agent
Member # 2820
Profile #4
Don't post tl, dr.

[ Thursday, August 19, 2004 14:55: Message edited by: Garrison ]

--------------------
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
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
Agent
Member # 2820
Profile #3
Might be out of place, but I feel as if it is necessary to voice out these problems since he will have to patch the game along with the new scenario format:

EDIT:
Spiderweb's mentality towards new formats has emphasis on backwards compatibility because otherwise every different version of the same call would have to be redefined in the compiler several times. Jeff also never meant the system to load different schemas, though it would certainly be nice. Rather than do it in a script, I think it would be best to add the format version in the .bas itself.

Or, we, the community, as a whole could devise a way to automate the necessary changes with every new format version.

I doubt the matrices will make it, but the vectors/arrays, maybe.

I think it would be easier for the shop things to just have Jeff implement whatever he did in Geneforge.

Shorten set_char_presence_status() to set_char_presence().

How exactly will the request_target() call work?

Allow a creature's target to be a friendly. Not quite sure how it will work, but it would be much better for scripted scenes or battles.

NPCs should be affected by terrain and floor effects.

I propose that the agreed upon rating for each suggestion be placed before the asterisk that already precedes each one. For example:

TP* suggestion
WBN* suggestion
NL* suggestion

The rating names are a little odd, but I don't really care.

Dialogue Scripts should use the variables of the containing town script.

Should variables be disallowed in the run_imported_script() calls? How will they be handled?

[ Thursday, August 19, 2004 16:58: Message edited by: Garrison ]

--------------------
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
Requests for BoA Scenario Format 3 in Blades of Avernum
Agent
Member # 2820
Profile #3
Might be out of place, but I feel as if it is necessary to voice out these problems since he will have to patch the game along with the new scenario format:

EDIT:
Spiderweb's mentality towards new formats has emphasis on backwards compatibility because otherwise every different version of the same call would have to be redefined in the compiler several times. Jeff also never meant the system to load different schemas, though it would certainly be nice. Rather than do it in a script, I think it would be best to add the format version in the .bas itself.

Or, we, the community, as a whole could devise a way to automate the necessary changes with every new format version.

I doubt the matrices will make it, but the vectors/arrays, maybe.

I think it would be easier for the shop things to just have Jeff implement whatever he did in Geneforge.

Shorten set_char_presence_status() to set_char_presence().

How exactly will the request_target() call work?

Allow a creature's target to be a friendly. Not quite sure how it will work, but it would be much better for scripted scenes or battles.

NPCs should be affected by terrain and floor effects.

I propose that the agreed upon rating for each suggestion be placed before the asterisk that already precedes each one. For example:

TP* suggestion
WBN* suggestion
NL* suggestion

The rating names are a little odd, but I don't really care.

Dialogue Scripts should use the variables of the containing town script.

Should variables be disallowed in the run_imported_script() calls? How will they be handled?

[ Thursday, August 19, 2004 16:58: Message edited by: Garrison ]

--------------------
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
BoA Editor Suggestions in Blades of Avernum Editor
Agent
Member # 2820
Profile #85
Spell libraries would be nice, but this form of it wouldn't be necessary if he defined an #include <thingus.txt> statement.

I'm going to look through this and sift out what seems reasonable. You can start the refinement topic, if you wish, Kel.

And this:

short waypoint_x(short which_wayp) - Returns the x coordinate of waypoint which_wayp.

short waypoint_y(short which_wayp) - Returns the y coordinate of waypoint which_wayp.

EDIT: There are also several issues/bugs to resolve with the current engine. I have a list of them somewhere on my computer since I listed them as I saw them.

[ Thursday, August 19, 2004 11:05: Message edited by: Garrison ]

--------------------
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
BoA Editor Suggestions in Blades of Avernum
Agent
Member # 2820
Profile #85
Spell libraries would be nice, but this form of it wouldn't be necessary if he defined an #include <thingus.txt> statement.

I'm going to look through this and sift out what seems reasonable. You can start the refinement topic, if you wish, Kel.

And this:

short waypoint_x(short which_wayp) - Returns the x coordinate of waypoint which_wayp.

short waypoint_y(short which_wayp) - Returns the y coordinate of waypoint which_wayp.

EDIT: There are also several issues/bugs to resolve with the current engine. I have a list of them somewhere on my computer since I listed them as I saw them.

[ Thursday, August 19, 2004 11:05: Message edited by: Garrison ]

--------------------
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
Why are drakes so powerful now? in Blades of Avernum
Agent
Member # 2820
Profile #4
Be glad they can't cast Arcane Blow. But Drakes were reasonably powerful in BoE, and without Arcane Summon, they aren't quite the menace that they should be in BoA. Fireblast is like Firestorm, but they don't have major haste!

But I really wish that monsters capable of casting Arcane Summon wouldn't be able to be summoned themselves.

EDIT: May it be noted that Drakes have steadily been increasing in power over the course of the Avernum games.

[ Thursday, August 19, 2004 10:14: 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
Code? in Blades of Avernum Editor
Agent
Member # 2820
Profile #15
The quotes aren't displayed, so I don't count them. I haven't a clue how Jeff stores the strings we put in the scripts. Maybe the delimiters are actually quotes, which is why you can't escape the quotes, though you could use underscores. But that explanation now makes sense, now that I think about it. I was wondering why the game needed 2 marker characters...

--------------------
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
Code? in Blades of Avernum
Agent
Member # 2820
Profile #15
The quotes aren't displayed, so I don't count them. I haven't a clue how Jeff stores the strings we put in the scripts. Maybe the delimiters are actually quotes, which is why you can't escape the quotes, though you could use underscores. But that explanation now makes sense, now that I think about it. I was wondering why the game needed 2 marker characters...

--------------------
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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