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She won't move! in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #6
I can imagine it is. I was going to give her a different dialogue if the player tried to enter the shop at night time (along the lines of "get the hell out of my house!").

However, I've had trouble locking and unlocking doors by setting memory cell #0 to different values. Is there something else that needs to be set as well for it to take effect immediately (like set_mobility has to be called explicitly to update the mobility)?

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Non-Existant Town Script State on leaving... in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #0
Okay, last one for tonight (goodness, I'm going to double my started topics count of 2007 just this week...).

Whenever I leave my starting town, I get the error "Tried to call a non-existant town script state."

All four "exit states" in my town are set to -1, so they shouldn't be called. The special area I put over my town border is just one step within the border, and stepping there doesn't trigger the error message.

Do I need to set a town exit state, even if it does nothing?

Edit: Setting the town exit state to 2 (which definitely does exist) doesn't make the message go away. What is calling the non-existant state?

[ Monday, April 09, 2007 13:38: Message edited by: Dr. Johann Georg Faust ]

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
She won't move! in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #4
Well, now I simply have her as part of a hidden group that only activates at day.

Same result, a tenth of the effort.

But hey, these are the kind of things you have to learn when you get acquainted with scripting. :)

I also now understand how a simple memory cell can actually zap her mobility even outside the basicnpc script.

It's because the basicnpc script not only doesn't command her to move when memory cell #0 is 2. It also explicitly orders her never to move at all.

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


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My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Avernumscript Editor in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #8
No Windows port? :(

I guess I'll have to wait for the Eclipse plugin I wanted to write some day. That'll be a long wait. :rolleyes:

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
She won't move! in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #0
This script snippet is in a conditional block in the start state.

It gets called every tick in the town, as long as it is day - that means, as long as ticks%5000 is between 500 and 4500.

print_str("It is day.");
if (dist_to_waypoint(6,0)>0)
{
print_str("I'm not at my counter.");
if (approach_waypoint(6,0,0)==0)
{
print_str("I'm moving.");
} else print_str("I'm not moving.");
} else print_str("I'm at my counter.");
It is day. Waypoint 0 is on the chair behind the counter of the shop, the vendor is in the adjoining bedroom (see illustration below).

The output produced is

quote:

It is day.
I'm not at my counter.
I'm moving.
[repeat ad nauseum]
However, the vendor remains rooted to her position. As you can see, I removed the (unlocked) door that might have obstructed her path, but that hasn't changed anything.

However, her memory cell #0 is set to 2, meaning she's completely immobile. But that immobility should only extend to her basicnpc AI, since it is explicitly implemented in that script. If she is actually commanded to move with approach_waypoint(), shouldn't that supersede the mobility set in her memory cells?

IMAGE(http://stuff.ermarian.net/arancaytar/images/screenshots/moveit.jpg)

Edit: Yes, I realize this is an extremely fancy thing to want to do. I've already started to implement my fallback plan, which is to just make that vendor sit at her counter 24/7. But it would still be nice to have a little more realism.

[ Monday, April 09, 2007 11:20: Message edited by: Dr. Johann Georg Faust ]

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My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Calling one town state from another in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #5
Well, I just discovered the limits to my "jump to extra state, then jump back" policy.

It only works, obviously, if my state will only be triggered once. Everything else results in an endless loop, without implementing some extra logic that makes it even more confusing than the "lump it all in one state" method.

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
1/10 Contest - What we have... in Blades of Avernum
Law Bringer
Member # 2984
Profile Homepage #7
What is the process for submissions - do I need to register somewhere, or do I just submit the finished work when it's done testing?

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Calling one town state from another in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #2
Whoops.

I think this is probably pretty easy. Just execute set_state_continue again at the end of my special state to jump back to state 2.

I have to stop thinking of states as functions or subroutines. They're apparently more like statement numbers jumped to with GOTO.

Edit: Yes, that works too, but it's quite a lengthy block of instructions and I have some kind of allergy against huge code snippets in an if - especially when it's only called once, and has a completely separate purpose.

Edit2: My double set_state_continue() works perfectly. Talk mode ends, I make another move, the dialog box appears, and everything is just great.

Since the dialog box appears only once, I can also assume that the state does not become the new START_STATE.

[ Monday, April 09, 2007 02:45: Message edited by: Dr. Johann Georg Faust ]

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Calling one town state from another in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #0
I had some trouble with calling a town script from dialogue.

Namely, I wanted the dialogue to show up and end (it was an "INN" message, meaning that the player had just rented a room), before the next message crops up (which told the player what happened during the night).

run_town_script() made the dialog box pop up immediately before they left talk mode, which wasn't really what I wanted.

So instead, I let the dialogue node set an SDF, which the town script's state 2 would constantly check.

This should trigger the dialog box in the next move after talk mode was left.

Unfortunately I don't know how to call another town script state from state 2. State 2 is the state that is called every move.

The docs tell me that set_state_continue will not only call that state, but also make that state the one that gets constantly repeated.

But I only want to call that state once, and then move back to state 2.

Possible?

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My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
All In The Family in General
Law Bringer
Member # 2984
Profile Homepage #95
I object to this travesty. Riibu and I are clearly not siblings. <_<

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My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Aranclonetar in General
Law Bringer
Member # 2984
Profile Homepage #90
Nice acting, DikiBot. :)

[Okay, okay. I'll drop it now. Lame joke.]

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Aranclonetar in General
Law Bringer
Member # 2984
Profile Homepage #88
Good analysis. Except I already found out, and pretty much everyone you're talking to here has already been replaced by one of my bots.

But thanks for revealing that you haven't. I knew I forgot one. My bots will be there in a moment.

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
What's Wrong With My Dialogue? in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #2
quote:
Originally written by Dikiyoba:

You have to set the creature's third memory cell to whatever talk node their conversation starts with. So in this case, memory cell 3 should be 1.

Dikiyoba.

Ouch. I knew I was missing something regarding the creature::node assignment, since the manual said the "personality" attribute was cosmetic.

In other news, I'm extremely glad Jeff did not create PHP.

But this also solves my problem of needing two entry points for this guy, depending on an SDF. I'll just change the memory cell value.

Wait... that's possible, right?

[ Wednesday, April 04, 2007 14:40: Message edited by: Dr. Johann Georg Faust ]

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
What's Wrong With My Dialogue? in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #0
Questions of this type have probably been asked hundreds of times before, but here goes:

begintalkscript;

variables;

begintalknode 1;
state = -1;
condition = 1;
nextstate = 1;
question="Mister Spoiler";
personality = 3;
action = INTRO;
text1 = "The man looks up.";
text2 = "_Hi._";
text5 = "Hey again.";
The creature who this node should be attached to has personality #3. The above code is inside the proper filename ({town}dlg.txt).

However, upon entering the scenario, I find that the creature "seems not to want to talk" - apparently, this node can't be found.

What am I missing here?

Edit: [/code], not [/condition]. So in a way, I found the problem: I'm tired as hell. But what the concrete issue is, I haven't found out.

[ Wednesday, April 04, 2007 14:36: Message edited by: Dr. Johann Georg Faust ]

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My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Aranclonetar in General
Law Bringer
Member # 2984
Profile Homepage #68
I protest at this digression. This topic is no longer about me. My ego is bleeding here, you know.

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Prevent party from leaving town in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #5
quote:
Obviously it can only be one space outside
See, when you're precise, it all makes sense. :P

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Prevent party from leaving town in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #3
Well, that approach works too... but for what I intend, it really seems overkill.

Lazarus, do you mean within the town or outdoors around the town entrance? Because if it's the former, then they *do* need to be inside the boundaries in order to prevent the player from leaving.

Unless I'm completely ignorant of how special areas outside the town boundary are handled...

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Prevent party from leaving town in Blades of Avernum Editor
Law Bringer
Member # 2984
Profile Homepage #0
I would like to prevent the party from leaving the town until a certain condition is met.

I've tried to do this by setting the town exit state to execute this:

if (!condition)
{
message_dialog("You can't leave yet!","");
block_entry(1);
}
This works exceedingly well when the player actually steps on a special encounter with this state - they can't walk on.

But apparently, block_entry() does *not* prevent the party from leaving town during the exit town state. The message is displayed, but the party gets to escape.

Is there a way to get what I want without drawing specials over all four borders of the town?

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My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Bored and tired. in General
Law Bringer
Member # 2984
Profile Homepage #11
It is stunning and amazing.

Truly a fitting, majestic conclusion to this epic saga. Dikiyoba's divinity may be only another lame Spiderweb joke, but her mastery of the art of literature says otherwise.

Hail the Great one.

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My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Marketing 101 in General
Law Bringer
Member # 2984
Profile Homepage #1
And they're safe from any Homeland Security officials asking pointed question. It's only in the French version, and really, who in America speaks a second language and likes Bush?

Yes, yes, I mean apart from Condi.

[ Sunday, April 01, 2007 20:39: Message edited by: Dr. Johann Georg Faust ]

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
Google TiSP in General
Law Bringer
Member # 2984
Profile Homepage #11
You messed up your last link there. :P

[ Sunday, April 01, 2007 14:40: Message edited by: Dr. Johann Georg Faust ]

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Encyclopaedia ErmarianaForum ArchivesForum StatisticsRSS [Topic / Forum]
My BlogPolarisI eat novels for breakfast.
Polaris is dead, long live Polaris.
Look on my works, ye mighty, and despair.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00

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