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Moving Along a Specified Path? in Blades of Avernum
Agent
Member # 2820
Profile #8
I was worried the creature might not run its script until 8 turns later, so I just made it immediate just in case.

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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
A3 holy valley in The Avernum Trilogy
Agent
Member # 2820
Profile #2
You just messed up your chances of joining the Temple of the Divine Lucre. But they were just money hungry priests. You need to pay a huge amount of money to join them, and their benefits aren't as good as those awarded for joining either the Anama or the Guild.

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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 Along a Specified Path? in Blades of Avernum Editor
Agent
Member # 2820
Profile #6
What do you mean my script won't work? I just tested it and it worked fine. The second parameter in approach_waypoint() determines how close to go to the place. But you will need to tweak it to suit your needs, of course.

--------------------
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 Along a Specified Path? in Blades of Avernum
Agent
Member # 2820
Profile #6
What do you mean my script won't work? I just tested it and it worked fine. The second parameter in approach_waypoint() determines how close to go to the place. But you will need to tweak it to suit your needs, of course.

--------------------
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
Collaboration Request , lol in Blades of Avernum Editor
Agent
Member # 2820
Profile #3
Excuse me, are you trying to undermine the very fabric that holds this ENTIRE FORUM together?

You are trifling with things you simply don't understand. Look through a little history of the topics on these boards and you will see that a suggestion to 'make Exile 3 Blades of Avernum style' is perhaps the most volatile and convulsant thing imaginable. You will draw fire from both factions while gaining the [unwanted] support from those who say 'Homeland: The Stone of Night is the best game that Spiderweb Software made!'.

My personal love for Exile 3 cannot overshadow the filth that has invaded my mind. The fact that you punctuate this topic with an 'lol' in the title makes me pray to the singularity of energy that sired us all that you were in jest. If you dare respond with something similar to this: "y0 guys, im like new, lol, to the hole hxing thing, so gimme some cracks... lol." I will simply avert my eyes from the encroaching darkness.

.thgiN fo enotS ehT :dnalemoH sehsilbup tsuj erawtfoS bewredipS taht erawa llew ma I

--------------------
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
Collaboration Request , lol in Blades of Avernum
Agent
Member # 2820
Profile #3
Excuse me, are you trying to undermine the very fabric that holds this ENTIRE FORUM together?

You are trifling with things you simply don't understand. Look through a little history of the topics on these boards and you will see that a suggestion to 'make Exile 3 Blades of Avernum style' is perhaps the most volatile and convulsant thing imaginable. You will draw fire from both factions while gaining the [unwanted] support from those who say 'Homeland: The Stone of Night is the best game that Spiderweb Software made!'.

My personal love for Exile 3 cannot overshadow the filth that has invaded my mind. The fact that you punctuate this topic with an 'lol' in the title makes me pray to the singularity of energy that sired us all that you were in jest. If you dare respond with something similar to this: "y0 guys, im like new, lol, to the hole hxing thing, so gimme some cracks... lol." I will simply avert my eyes from the encroaching darkness.

.thgiN fo enotS ehT :dnalemoH sehsilbup tsuj erawtfoS bewredipS taht erawa llew ma I

--------------------
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 waste. in Blades of Avernum
Agent
Member # 2820
Profile #1
I would've personally wanted those little graphics to be multilayered sprites that could be imposed on each other, though in a very rigid way. At least that way you could change what evey item looked like in the graphics.

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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
get_nearest_char in Blades of Avernum Editor
Agent
Member # 2820
Profile #7
Oh yes, there are many problems with my code.

i = 0;
closest = i;
while (i < 120) {
if (dist_to_char(i) < dist_to_char(closest));
closest = i;
i = i + 1;
}


--------------------
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
get_nearest_char in Blades of Avernum
Agent
Member # 2820
Profile #7
Oh yes, there are many problems with my code.

i = 0;
closest = i;
while (i < 120) {
if (dist_to_char(i) < dist_to_char(closest));
closest = i;
i = i + 1;
}


--------------------
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 Report (I think) in Blades of Avernum Editor
Agent
Member # 2820
Profile #1
Doesn't 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
Bug Report (I think) in Blades of Avernum
Agent
Member # 2820
Profile #1
Doesn't 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
How do I export a map? in Blades of Avernum Editor
Agent
Member # 2820
Profile #3
He's been doing that since A1. I vaguely remember him saying that he uses an automated program to scroll through the zoomed out editor and take screenshots.

--------------------
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
How do I export a map? in Blades of Avernum
Agent
Member # 2820
Profile #3
He's been doing that since A1. I vaguely remember him saying that he uses an automated program to scroll through the zoomed out editor and take screenshots.

--------------------
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
Splitting Up Party in Blades of Avernum Editor
Agent
Member # 2820
Profile #4
Be very careful with this. Make sure they can't resurrect him immediately after you get rid of him. You also have to inform them NOT to switch any characters into the spot of the departed, otherwise that character will die as well.

The best way to do this is to create a large town with the sole purpose of performing this action. That's probably the only way to guarantee that the items won't disappear after they leave the 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
Splitting Up Party in Blades of Avernum
Agent
Member # 2820
Profile #4
Be very careful with this. Make sure they can't resurrect him immediately after you get rid of him. You also have to inform them NOT to switch any characters into the spot of the departed, otherwise that character will die as well.

The best way to do this is to create a large town with the sole purpose of performing this action. That's probably the only way to guarantee that the items won't disappear after they leave the 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
Moving Along a Specified Path? in Blades of Avernum Editor
Agent
Member # 2820
Profile #3
Use a really simple, modified basicnpc script. In the TALKING_STATE, check to see if the flag has been set, then set it if it hasn't. Then tell the monster to either move_to_loc_x_y() or approach_waypoint(). The waypoint must be set in the editor. I'll post an edited script in a minute.

// basicnpc.txt
// A very simple, naive text. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home.
// Memory Cells:
// Cell 0 - How creature moves.
// 0 - If 0, wander randomly around my starting position.
// 1 - Stands still until a target appears and go back to my starting position when I move away.
// 2 - Completely immobile, even if target appears.
// Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this
// is killed, set to 1. (Example: If cell 1 is 3 and cell 2 is 5, when
// creature is killed, sets SDF(3,5) to 1.)
// Cell 3 - Dialogue node to start with if talked to. if left at 0, this
// character doesn't talk.
// Cell 4,5 - Stuff Done Flag to be set when character is talked to.
// Cell 6 - Waypoint to move to when SDF(Cell 4, Cell 5) is set

begincreaturescript;

variables;

short i,target; // Standard variables, not used in this basic script

body;

beginstate INIT_STATE; // Only called once when creature comes into existence
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. Note that
// initially, there will be no target, but sometimes the script
// loops back up here when there might be one
if (target_ok()) { // Make sure target is still alive
if (dist_to_char(get_target()) <= 16) // Make sure target isn't too far away
set_state(3); // See the note for state 3 below
else set_target(ME,-1); // If the target was too far away, I have no target anymore
}

// Look for a target, attack it if visible
if (select_target(ME,8,0)) { // this call both looks for a target (within 8 spaces) and returns TRUE if it was successful
do_attack();
set_state(3);
}

// Have I been hit? Strike back! Only gets here if I was hit by someone who was too far away or unseen
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. Remember that if I was attacking, I'd be in state 3 now, not here.
if (get_sdf(get_memory_cell(4),get_memory_cell(5)) > 0) { // approach waypoint if flag set
if (approach_waypoint(ME,get_memory_cell(6),1))
if (get_memory_cell(0) == 0)
fidget(ME,25);
}
else {
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;
// Referred here only when a state has given me a target. I will keep starting
// in this state when it is my turn until the next command sets me somewhere else.
// The whole point of this state is for me to keep attacking the same target until it's dead.
if (target_ok() == FALSE) // If the target died, then go back because this state is only good for attacking
set_state(START_STATE);
do_attack();
break;

beginstate TALKING_STATE; // Triggered when someone talks to me
if (get_memory_cell(3) == 0) {
print_str("Talking: It doesn't respond.");
end();
}
if ((get_memory_cell(4) != 0) || (get_memory_cell(5) != 0)) {
if (get_sdf(get_memory_cell(4),get_memory_cell(5)) == 0)
set_flag(get_memory_cell(4),get_memory_cell(5),1);
approach_waypoint(ME,get_memory_cell(6),1);
}
begin_talk_mode(get_memory_cell(3));
break;


[ Wednesday, July 21, 2004 09:22: 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
Moving Along a Specified Path? in Blades of Avernum
Agent
Member # 2820
Profile #3
Use a really simple, modified basicnpc script. In the TALKING_STATE, check to see if the flag has been set, then set it if it hasn't. Then tell the monster to either move_to_loc_x_y() or approach_waypoint(). The waypoint must be set in the editor. I'll post an edited script in a minute.

// basicnpc.txt
// A very simple, naive text. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home.
// Memory Cells:
// Cell 0 - How creature moves.
// 0 - If 0, wander randomly around my starting position.
// 1 - Stands still until a target appears and go back to my starting position when I move away.
// 2 - Completely immobile, even if target appears.
// Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this
// is killed, set to 1. (Example: If cell 1 is 3 and cell 2 is 5, when
// creature is killed, sets SDF(3,5) to 1.)
// Cell 3 - Dialogue node to start with if talked to. if left at 0, this
// character doesn't talk.
// Cell 4,5 - Stuff Done Flag to be set when character is talked to.
// Cell 6 - Waypoint to move to when SDF(Cell 4, Cell 5) is set

begincreaturescript;

variables;

short i,target; // Standard variables, not used in this basic script

body;

beginstate INIT_STATE; // Only called once when creature comes into existence
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. Note that
// initially, there will be no target, but sometimes the script
// loops back up here when there might be one
if (target_ok()) { // Make sure target is still alive
if (dist_to_char(get_target()) <= 16) // Make sure target isn't too far away
set_state(3); // See the note for state 3 below
else set_target(ME,-1); // If the target was too far away, I have no target anymore
}

// Look for a target, attack it if visible
if (select_target(ME,8,0)) { // this call both looks for a target (within 8 spaces) and returns TRUE if it was successful
do_attack();
set_state(3);
}

// Have I been hit? Strike back! Only gets here if I was hit by someone who was too far away or unseen
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. Remember that if I was attacking, I'd be in state 3 now, not here.
if (get_sdf(get_memory_cell(4),get_memory_cell(5)) > 0) { // approach waypoint if flag set
if (approach_waypoint(ME,get_memory_cell(6),1))
if (get_memory_cell(0) == 0)
fidget(ME,25);
}
else {
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;
// Referred here only when a state has given me a target. I will keep starting
// in this state when it is my turn until the next command sets me somewhere else.
// The whole point of this state is for me to keep attacking the same target until it's dead.
if (target_ok() == FALSE) // If the target died, then go back because this state is only good for attacking
set_state(START_STATE);
do_attack();
break;

beginstate TALKING_STATE; // Triggered when someone talks to me
if (get_memory_cell(3) == 0) {
print_str("Talking: It doesn't respond.");
end();
}
if ((get_memory_cell(4) != 0) || (get_memory_cell(5) != 0)) {
if (get_sdf(get_memory_cell(4),get_memory_cell(5)) == 0)
set_flag(get_memory_cell(4),get_memory_cell(5),1);
approach_waypoint(ME,get_memory_cell(6),1);
}
begin_talk_mode(get_memory_cell(3));
break;


[ Wednesday, July 21, 2004 09:22: 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
Anti - Parties in Blades of Avernum Editor
Agent
Member # 2820
Profile #5
You mean like the then flow controller in VB?

Could you tell us exactly what you are planning? The script must obviously adapt with the situation. Maybe combat mode won't affect it too badly. Maybe.

Be sure to use the is_blocked(), is_object_on_space(), and char_on_loc() calls so you don't teleport the anti-PC into a wall or another monster.

--------------------
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
Anti - Parties in Blades of Avernum
Agent
Member # 2820
Profile #5
You mean like the then flow controller in VB?

Could you tell us exactly what you are planning? The script must obviously adapt with the situation. Maybe combat mode won't affect it too badly. Maybe.

Be sure to use the is_blocked(), is_object_on_space(), and char_on_loc() calls so you don't teleport the anti-PC into a wall or another monster.

--------------------
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
Anti - Parties in Blades of Avernum Editor
Agent
Member # 2820
Profile #2
Hmm, I have a sudden insight.

How about use char_loc_x() and char_loc_y() on the starting character (0), and store those as either variables or SDFs. Then check the location again later and compare the 2 values for x and y. I suggest putting this in the START_STATE of your town script to make it run every turn, and for the sake of simplicity, only use the first character for movement, even if you have to split up the party. Be sure to use a is_town() call so they don't go into combat.

The little table for the movements is in Eldritch_Cadillac post, of course.

Instead of a moving the character with relocate_character(), you could put the script in the creature's script and tell it to move to the necessary space.

EDIT: The call is move_to_loc_x_y() for the creature script.

[ Wednesday, July 21, 2004 08:36: 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
Anti - Parties in Blades of Avernum
Agent
Member # 2820
Profile #2
Hmm, I have a sudden insight.

How about use char_loc_x() and char_loc_y() on the starting character (0), and store those as either variables or SDFs. Then check the location again later and compare the 2 values for x and y. I suggest putting this in the START_STATE of your town script to make it run every turn, and for the sake of simplicity, only use the first character for movement, even if you have to split up the party. Be sure to use a is_town() call so they don't go into combat.

The little table for the movements is in Eldritch_Cadillac post, of course.

Instead of a moving the character with relocate_character(), you could put the script in the creature's script and tell it to move to the necessary space.

EDIT: The call is move_to_loc_x_y() for the creature script.

[ Wednesday, July 21, 2004 08:36: 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
Fun facts about script calling order! in Blades of Avernum Editor
Agent
Member # 2820
Profile #6
You're right, I guess, since that only applies when the creature wouldn't have run its script in the first place.

--------------------
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
Fun facts about script calling order! in Blades of Avernum
Agent
Member # 2820
Profile #6
You're right, I guess, since that only applies when the creature wouldn't have run its script in the first place.

--------------------
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
Fun with string manipulation in Blades of Avernum Editor
Agent
Member # 2820
Profile #2
I'm not sure if this will work because I don't think you can call this inside of a dialog script since it you don't really script inside it.

--------------------
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
Fun with string manipulation in Blades of Avernum
Agent
Member # 2820
Profile #2
I'm not sure if this will work because I don't think you can call this inside of a dialog script since it you don't really script inside it.

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