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Shifting Sands? in Blades of Avernum
Agent
Member # 2820
Profile #5
Please tell me that the terrain will only shift once, and that the height will stay within a very small limit.

Otherwise the effect will be very terrible. And there will be a lot of overhead if you want to change the sand while the player is moving around in the section.

I don't think you can check for if a certain hill was made with autohills on. But, you could manually set the coordinates for the rectangles that the shifting will occur in. Whatever you do, I'm pretty sure you'll need to do some terrain checking and rectangle loops.

--------------------
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
Pointless topic about advanced scripting that will never be in Blades of Avernum Editor
Agent
Member # 2820
Profile #4
I was really debating whether or not I should've really created this topic. But the other thing that got my mind bent upon thinking about this was Javascript. You change the properties of the current page in the DOM, and the effect is immediate. The assignment automatically causes compliant browsers to re-evaluate the proper changes.

But other things like the user settings in open-source programs like Firefox and others use a function to set properties, and probably other things.

Let's see if I can find the example I'm thinking of...
[Mozilla Firefox Profile Folder]/user.js:
user_pref("accessibility.typeaheadfind.linksonly", false);
user_pref("browser.download.defaultFolder", "E:\\Downloads");
user_pref("browser.download.dir", "E:\\Downloads");
user_pref("browser.download.folderList", 2);
user_pref("browser.download.lastDir", "C:\\Judy");
user_pref("browser.download.manager.retention", 0);
user_pref("browser.download.save_converter_index", 0);
user_pref("browser.enable_automatic_image_resizing", false);
user_pref("browser.preferences.lastpanel", 1);
user_pref("browser.shell.checkDefaultBrowser", false);
user_pref("browser.startup.homepage", "http://www.google.com");
user_pref("browser.startup.homepage_override.mstone", "rv:1.7");
user_pref("dom.disable_window_open_feature.status", true);
user_pref("extensions.disabledObsolete", true);
user_pref("extensions.lastAppVersion", "0.9");
user_pref("general.smoothScroll", true);
user_pref("intl.charset.detector", "universal_charset_detector");
user_pref("intl.charsetmenu.browser.cache", "ISO-8859-1, UTF-8, windows-1252, windows-1250, windows-1251");
user_pref("network.cookie.prefsMigrated", true);
user_pref("privacy.popups.firstTime", false);
user_pref("security.OCSP.URL", "");
user_pref("security.OCSP.signingCA", "Builtin Object Token:Verisign Class 1 Public Primary OCSP Responder");
user_pref("security.warn_entering_secure", false);
user_pref("security.warn_leaving_secure", false);
user_pref("security.warn_submit_insecure", false);
user_pref("xpinstall.enabled", false);


--------------------
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
Pointless topic about advanced scripting that will never be in Blades of Avernum
Agent
Member # 2820
Profile #4
I was really debating whether or not I should've really created this topic. But the other thing that got my mind bent upon thinking about this was Javascript. You change the properties of the current page in the DOM, and the effect is immediate. The assignment automatically causes compliant browsers to re-evaluate the proper changes.

But other things like the user settings in open-source programs like Firefox and others use a function to set properties, and probably other things.

Let's see if I can find the example I'm thinking of...
[Mozilla Firefox Profile Folder]/user.js:
user_pref("accessibility.typeaheadfind.linksonly", false);
user_pref("browser.download.defaultFolder", "E:\\Downloads");
user_pref("browser.download.dir", "E:\\Downloads");
user_pref("browser.download.folderList", 2);
user_pref("browser.download.lastDir", "C:\\Judy");
user_pref("browser.download.manager.retention", 0);
user_pref("browser.download.save_converter_index", 0);
user_pref("browser.enable_automatic_image_resizing", false);
user_pref("browser.preferences.lastpanel", 1);
user_pref("browser.shell.checkDefaultBrowser", false);
user_pref("browser.startup.homepage", "http://www.google.com");
user_pref("browser.startup.homepage_override.mstone", "rv:1.7");
user_pref("dom.disable_window_open_feature.status", true);
user_pref("extensions.disabledObsolete", true);
user_pref("extensions.lastAppVersion", "0.9");
user_pref("general.smoothScroll", true);
user_pref("intl.charset.detector", "universal_charset_detector");
user_pref("intl.charsetmenu.browser.cache", "ISO-8859-1, UTF-8, windows-1252, windows-1250, windows-1251");
user_pref("network.cookie.prefsMigrated", true);
user_pref("privacy.popups.firstTime", false);
user_pref("security.OCSP.URL", "");
user_pref("security.OCSP.signingCA", "Builtin Object Token:Verisign Class 1 Public Primary OCSP Responder");
user_pref("security.warn_entering_secure", false);
user_pref("security.warn_leaving_secure", false);
user_pref("security.warn_submit_insecure", false);
user_pref("xpinstall.enabled", false);


--------------------
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
Action Points and Custom Abils. in Blades of Avernum Editor
Agent
Member # 2820
Profile #8
Well, you might want to add a bunch of the other calls we want in a slow, but sure, fashion.

Then you could release SF3 and the upgrade would be worth it. Remember, you said you wanted to give greater support for BoA and listen to us more. :)

Why do you need to change the Scenario Format to add a call? If players don't use it in their scripts, it shouldn't matter. And if your games are flexible and modular enough, you could just release a patch that is just full of differences.

--------------------
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
Action Points and Custom Abils. in Blades of Avernum
Agent
Member # 2820
Profile #8
Well, you might want to add a bunch of the other calls we want in a slow, but sure, fashion.

Then you could release SF3 and the upgrade would be worth it. Remember, you said you wanted to give greater support for BoA and listen to us more. :)

Why do you need to change the Scenario Format to add a call? If players don't use it in their scripts, it shouldn't matter. And if your games are flexible and modular enough, you could just release a patch that is just full of differences.

--------------------
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 #25
I just realized that the game returning the coordinates of a picked up item is probably impossible without an engine change, because they automatically lost their IDs when that occurs. And they are given new ones when they are dropped back on the ground.

Slightly tweaked variation to accommodate these issues:

short item_loc_x(short which_item) - Returns the x of the location of item which_item. which_item refers to the items ID in the scenario editor. If the item has either been picked up or non-existent, call returns -1.

short item_loc_y(short which_item) - Returns the y of the location of item which_item. which_item refers to the items ID in the scenario editor. If the item has either been picked up or non-existent, call returns -1.

I assume that items afffected by move_item_on_spot() will still retain their original IDs. To be truthful, the main reason for this call for me is to have certain creatures go hostile when they 'notice' that the items are no longer there or cannot be located.

Oh, and is just me, or is there NO call to check if an item of type x is on a certain spot? I see a call to check for an item of class x on spot, but no counterpart.

--------------------
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 #25
I just realized that the game returning the coordinates of a picked up item is probably impossible without an engine change, because they automatically lost their IDs when that occurs. And they are given new ones when they are dropped back on the ground.

Slightly tweaked variation to accommodate these issues:

short item_loc_x(short which_item) - Returns the x of the location of item which_item. which_item refers to the items ID in the scenario editor. If the item has either been picked up or non-existent, call returns -1.

short item_loc_y(short which_item) - Returns the y of the location of item which_item. which_item refers to the items ID in the scenario editor. If the item has either been picked up or non-existent, call returns -1.

I assume that items afffected by move_item_on_spot() will still retain their original IDs. To be truthful, the main reason for this call for me is to have certain creatures go hostile when they 'notice' that the items are no longer there or cannot be located.

Oh, and is just me, or is there NO call to check if an item of type x is on a certain spot? I see a call to check for an item of class x on spot, but no counterpart.

--------------------
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
Pointless topic about advanced scripting that will never be in Blades of Avernum Editor
Agent
Member # 2820
Profile #2
Where is the main website for it (Pygmalion)? I thought that was some attempt to make an [open?] source RPG game that started around the time of BoE. Isn't it "done"/"given up on" yet?

--------------------
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
Pointless topic about advanced scripting that will never be in Blades of Avernum
Agent
Member # 2820
Profile #2
Where is the main website for it (Pygmalion)? I thought that was some attempt to make an [open?] source RPG game that started around the time of BoE. Isn't it "done"/"given up on" yet?

--------------------
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
Pointless topic about advanced scripting that will never be in Blades of Avernum Editor
Agent
Member # 2820
Profile #0
I thought what Jeff's lightweight scripting language could become if it became object and class based, and assumed many more programming language like commands. The idea of things like alert levels, how often a script activates, the health of creatures, to be properties of a creature object was a very exciting one. But...

Would it be possible to have certain property assignment commands immediately trigger a reevaluation of these certain values? Or would I *have* to use a function to assign a property and perform an action? For example, if you change the 'type of creature' property, could that assignment also trigger the game to actively change that creature to the new creature at the same time?

The thing that set my mind off along this path was alert levels. I assume the game has a list of all the monsters which are supposed to be alerted, and will therefore run their scripts and act very often. But in the current system, I also believe that everytime a creature is alerted, its script is added to the list. The alerting functions also serve this purpose. I thought about an 'alert' property of the creature object, but changing that property wouldn't necessarily cause the game to update everything affected by that change, would it?

This is an important aspect to my little advanced scripting scheme. Otherwise, things that need to be immediately reevaluated would have to be done through a function, which would tend to clutter things.

[ Monday, August 02, 2004 20:09: Message edited by: Keep ]

--------------------
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
Pointless topic about advanced scripting that will never be in Blades of Avernum
Agent
Member # 2820
Profile #0
I thought what Jeff's lightweight scripting language could become if it became object and class based, and assumed many more programming language like commands. The idea of things like alert levels, how often a script activates, the health of creatures, to be properties of a creature object was a very exciting one. But...

Would it be possible to have certain property assignment commands immediately trigger a reevaluation of these certain values? Or would I *have* to use a function to assign a property and perform an action? For example, if you change the 'type of creature' property, could that assignment also trigger the game to actively change that creature to the new creature at the same time?

The thing that set my mind off along this path was alert levels. I assume the game has a list of all the monsters which are supposed to be alerted, and will therefore run their scripts and act very often. But in the current system, I also believe that everytime a creature is alerted, its script is added to the list. The alerting functions also serve this purpose. I thought about an 'alert' property of the creature object, but changing that property wouldn't necessarily cause the game to update everything affected by that change, would it?

This is an important aspect to my little advanced scripting scheme. Otherwise, things that need to be immediately reevaluated would have to be done through a function, which would tend to clutter things.

[ Monday, August 02, 2004 20:09: Message edited by: Keep ]

--------------------
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
Decent Plot Hook in Blades of Avernum Editor
Agent
Member # 2820
Profile #2
The belief that every continent has been completely taken over by the Empire and civilized is just a gimic. General things a monarch would want you to believe, but make no mistake, the Empire is supreme in the other continents. Valorim is a huge place and there should definitely be room to place a storyline in there before everything gets controlled by Empirelings and Avernites.

If you want a simple workaround, think of it this way: an island doesn't have to be part of a continent, and continents must be discovered before pedants can declare it one.

The Empire probably doesn't want desert territory anyway. Too dry, horses don't survive too well, extreme difficulty in paving roads, dervishes are discontented there, seemed like a wasteland, and perhaps the desert in question lacks things like man-eating cacti and will be too boring to even conduct magical research there. But, again, just because they haven't found a man-eating cacti doesn't mean you can't have one!

In leau of what I said, magical research is possibly the most likely, though most unoriginal, plot there is. Similar to this would be experimenting far away from most people to maintain secrecy and to protect more valuable assets. Maybe the settlers took the desert over and the Empire can't stand not having its foot in every little cubbyhole.

You should accentuate the lack of water and the need for it in the scenario. Whether it would be more interesting to be on the Empire's side in this situation you will have to decide for yourself.

EDIT: Misspelled 'gimmick'. How about that.
EDIT: Uh, the water idea is probably exactly what Kel is talking about.

[ Monday, August 02, 2004 17:22: Message edited by: Keep ]

--------------------
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
Decent Plot Hook in Blades of Avernum
Agent
Member # 2820
Profile #2
The belief that every continent has been completely taken over by the Empire and civilized is just a gimic. General things a monarch would want you to believe, but make no mistake, the Empire is supreme in the other continents. Valorim is a huge place and there should definitely be room to place a storyline in there before everything gets controlled by Empirelings and Avernites.

If you want a simple workaround, think of it this way: an island doesn't have to be part of a continent, and continents must be discovered before pedants can declare it one.

The Empire probably doesn't want desert territory anyway. Too dry, horses don't survive too well, extreme difficulty in paving roads, dervishes are discontented there, seemed like a wasteland, and perhaps the desert in question lacks things like man-eating cacti and will be too boring to even conduct magical research there. But, again, just because they haven't found a man-eating cacti doesn't mean you can't have one!

In leau of what I said, magical research is possibly the most likely, though most unoriginal, plot there is. Similar to this would be experimenting far away from most people to maintain secrecy and to protect more valuable assets. Maybe the settlers took the desert over and the Empire can't stand not having its foot in every little cubbyhole.

You should accentuate the lack of water and the need for it in the scenario. Whether it would be more interesting to be on the Empire's side in this situation you will have to decide for yourself.

EDIT: Misspelled 'gimmick'. How about that.
EDIT: Uh, the water idea is probably exactly what Kel is talking about.

[ Monday, August 02, 2004 17:22: Message edited by: Keep ]

--------------------
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
Brooches in A1 in The Avernum Trilogy
Agent
Member # 2820
Profile #3
Have fun with the Giants. And remember to search for secret passages VERY carefully as you move through the treasure room. Also get whatever arrogant responses you can out of Pyrog while you can. He is the least powerful of the dragons and his only special ability (besides being stronger than average monsters and general Draconian resistances) is to spit weak little acid at you.

--------------------
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 #19
OK, here are all of my current suggestions (with descriptions):

short group_member(short which_group,short which_member) - Returns the creature number that is in the which_member slot of which_group. So if which_member was 1 and which_group was 2, the call would return the first creature in group 2.

short shop_item_quantity(short which_shop,short which_item) - Returns the quantity of which_item still left in the shop that can be bought with enough gold, 0 if the item is not there.

I KNOW that you said that we couldn't modify existing calls, but add_item_to_shop() doesn't accept negative values in the last parameter (how_much). Changing this would not interfere with the function of scripts already made, since this has no impact on positive values already there, and no one has used negative values yet because they don't work.

short get_creature_memory_cell(short which_char,short which_cell) - Returns the value of memory cell which_cell of creature which_char.

short get_terrain_memory_cell(short which_script,short which_cell) - Returns the value of memory cell which_cell of terrain script which_script.

void change_shop_money(short which_shop,short how_much) - Changes (as in increment and decrement) the amount of money a shop can have for buying the players items. Similar to Geneforge. I'm not exactly sure how the 'unlimited money' switch should work, so here is just a simple suggestion. If the shop ends up having equal to or greater than 30000, the shop has unlimited money, but it can only be given that much with this call. Shops default to having unlimited money.

short shop_money(short which_shop) - Returns how much money which_shop has to buy the player's items. Returns 30000 if the shop has unlimited money.

void shop_selling_options(short which_shop,short selective_sell_category,short cant_sell_this_category,short can_resell) A call to change whether or not a shop will purchase certain kinds of goods, like in Exile. selective_sell_category is the variety of the item that is affected. The varieties are exactly the same as they are in the custom item scripts (like 1-handed,pants,ring,etc...). If cant_sell_this_category is 0, a shop may purchase items of the defined variety from the player. If 1, not. If can_resell is 0, the shop won't list the bought item back on its inventory for sale. This means that a shop can buy an item, but not resell it. All of the varieties default to being sellable by the player when possible, and can be resold by the merchant.

Obviously, all this just ADDS to the shop system. Nothing pre-existing is changed, but I am kind of asking for all the shop features from all the other games.

short item_loc_x(short which_item) - Returns the x of the location of item which_item. which_item refers to the items ID in the scenario editor.

short item_loc_y(short which_item) - Returns the y of the location of item which_item. which_item refers to the items ID in the scenario editor.

void redo_lights() - Automatically recalculates the lighting in the level, especially useful graphically when regarding how much light is being given off by terrain because the lighting isn't refreshed even when you redraw the terrain and the light source is removed.

void calculate_ticks_forward(short num_ticks) - Makes the game calculate num_ticks forward, and of course will act upon these calculations.

To my understanding, set_ticks_forward() only makes the scenario time increase, but setting the ticks forward 20 times won't make the NPCs move 20 times, nor will it immediately trigger timed events. This would be very useful for opening and closing doors and such, because these actions do not currently take up ANY 'time'. You could open a door and see a bunch of monsters, then you could close it and they wouldn't have seen you.

EDIT: Sorry for not noticing those many nuances of the shopping calls. I always thought shops were somewhat impermeable. Also fixed tons of minor typos and terrible oversights in the suggestions.

Now, as I understand it, you all want force_start_day(-1) to completely remove dates (years, months, and calendar days), and set_year(-1) to remove years and months only.

[ Monday, August 02, 2004 14:21: Message edited by: Keep ]

--------------------
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 #19
OK, here are all of my current suggestions (with descriptions):

short group_member(short which_group,short which_member) - Returns the creature number that is in the which_member slot of which_group. So if which_member was 1 and which_group was 2, the call would return the first creature in group 2.

short shop_item_quantity(short which_shop,short which_item) - Returns the quantity of which_item still left in the shop that can be bought with enough gold, 0 if the item is not there.

I KNOW that you said that we couldn't modify existing calls, but add_item_to_shop() doesn't accept negative values in the last parameter (how_much). Changing this would not interfere with the function of scripts already made, since this has no impact on positive values already there, and no one has used negative values yet because they don't work.

short get_creature_memory_cell(short which_char,short which_cell) - Returns the value of memory cell which_cell of creature which_char.

short get_terrain_memory_cell(short which_script,short which_cell) - Returns the value of memory cell which_cell of terrain script which_script.

void change_shop_money(short which_shop,short how_much) - Changes (as in increment and decrement) the amount of money a shop can have for buying the players items. Similar to Geneforge. I'm not exactly sure how the 'unlimited money' switch should work, so here is just a simple suggestion. If the shop ends up having equal to or greater than 30000, the shop has unlimited money, but it can only be given that much with this call. Shops default to having unlimited money.

short shop_money(short which_shop) - Returns how much money which_shop has to buy the player's items. Returns 30000 if the shop has unlimited money.

void shop_selling_options(short which_shop,short selective_sell_category,short cant_sell_this_category,short can_resell) A call to change whether or not a shop will purchase certain kinds of goods, like in Exile. selective_sell_category is the variety of the item that is affected. The varieties are exactly the same as they are in the custom item scripts (like 1-handed,pants,ring,etc...). If cant_sell_this_category is 0, a shop may purchase items of the defined variety from the player. If 1, not. If can_resell is 0, the shop won't list the bought item back on its inventory for sale. This means that a shop can buy an item, but not resell it. All of the varieties default to being sellable by the player when possible, and can be resold by the merchant.

Obviously, all this just ADDS to the shop system. Nothing pre-existing is changed, but I am kind of asking for all the shop features from all the other games.

short item_loc_x(short which_item) - Returns the x of the location of item which_item. which_item refers to the items ID in the scenario editor.

short item_loc_y(short which_item) - Returns the y of the location of item which_item. which_item refers to the items ID in the scenario editor.

void redo_lights() - Automatically recalculates the lighting in the level, especially useful graphically when regarding how much light is being given off by terrain because the lighting isn't refreshed even when you redraw the terrain and the light source is removed.

void calculate_ticks_forward(short num_ticks) - Makes the game calculate num_ticks forward, and of course will act upon these calculations.

To my understanding, set_ticks_forward() only makes the scenario time increase, but setting the ticks forward 20 times won't make the NPCs move 20 times, nor will it immediately trigger timed events. This would be very useful for opening and closing doors and such, because these actions do not currently take up ANY 'time'. You could open a door and see a bunch of monsters, then you could close it and they wouldn't have seen you.

EDIT: Sorry for not noticing those many nuances of the shopping calls. I always thought shops were somewhat impermeable. Also fixed tons of minor typos and terrible oversights in the suggestions.

Now, as I understand it, you all want force_start_day(-1) to completely remove dates (years, months, and calendar days), and set_year(-1) to remove years and months only.

[ Monday, August 02, 2004 14:21: Message edited by: Keep ]

--------------------
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
The Wisp in the Library in Blades of Avernum
Agent
Member # 2820
Profile #13
Must you dredge up long dead topics? As an update, I successfully completed killing both the Wisp and the Golem with a lower level party. But I did have to use the spells *shudder* Simulacrum and Enduring Barrier.

--------------------
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 #15
shop_item_quantity(short which_shop,short which_item) was supposed to be a function that returns the NUMBER of which_item in which_shop.

I'm aware that the add item to shop call exists, but it doesn't work relatively, and since there is no way to check the inventory, the only good way to increment or decrement shop items is to use a new call to specifically change them.

The way I would like shops to work is extrememly complicated, so I think it is best that those few calls are all that are 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
BoA Editor Suggestions in Blades of Avernum
Agent
Member # 2820
Profile #15
shop_item_quantity(short which_shop,short which_item) was supposed to be a function that returns the NUMBER of which_item in which_shop.

I'm aware that the add item to shop call exists, but it doesn't work relatively, and since there is no way to check the inventory, the only good way to increment or decrement shop items is to use a new call to specifically change them.

The way I would like shops to work is extrememly complicated, so I think it is best that those few calls are all that are 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.
====
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
healnpc in Blades of Avernum Editor
Agent
Member # 2820
Profile #2
Why hasn't anyone graced MY topic with a simple reply????

But if you care to look at my topic, you will see that I have observed that the NPC PC's AI is so default, it's not even basicnpc like. Only the INIT and DEAD states have any effect in the creatures script.

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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
healnpc in Blades of Avernum
Agent
Member # 2820
Profile #2
Why hasn't anyone graced MY topic with a simple reply????

But if you care to look at my topic, you will see that I have observed that the NPC PC's AI is so default, it's not even basicnpc like. Only the INIT and DEAD states have any effect in the creatures script.

--------------------
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 #6
The thing with the custom item descriptions is that strings take up so much more space than integer characteristics. The items also have to be able to be carried between scenarios.

It's just a save file size thing, I think. Definitely something I would like is a bunch of new calls for shops. Check the things in stock, prevent stores from reselling items, refresh inventories, selective buying (from the player), and gold amounts (like in Geneforge, but definitely optional).

Just off the top of my head...

shop_item_quantity(short which_shop,short which_item)
change_item_quantity_in_shop(short which_shop,short which_item,short amount_to_adjust)
shop_options(short which_shop,short resell,short gold_amount,short selective_buy_category,short selective_buy_category_status)

I may add descriptions later.

--------------------
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 #6
The thing with the custom item descriptions is that strings take up so much more space than integer characteristics. The items also have to be able to be carried between scenarios.

It's just a save file size thing, I think. Definitely something I would like is a bunch of new calls for shops. Check the things in stock, prevent stores from reselling items, refresh inventories, selective buying (from the player), and gold amounts (like in Geneforge, but definitely optional).

Just off the top of my head...

shop_item_quantity(short which_shop,short which_item)
change_item_quantity_in_shop(short which_shop,short which_item,short amount_to_adjust)
shop_options(short which_shop,short resell,short gold_amount,short selective_buy_category,short selective_buy_category_status)

I may add descriptions later.

--------------------
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
Action Points and Custom Abils. in Blades of Avernum Editor
Agent
Member # 2820
Profile #5
Oh dear, that doesn't strike me as too good because the main attraction of those abilities is that they don't take up AP.

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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
Action Points and Custom Abils. in Blades of Avernum
Agent
Member # 2820
Profile #5
Oh dear, that doesn't strike me as too good because the main attraction of those abilities is that they don't take up AP.

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