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Decency Question in Blades of Avernum
Infiltrator
Member # 3040
Profile #3
Or you could have an option for censorship at the beginning of the scenario, and make the same town twice: version 1 would be uncensored, version 2 would go easy on the graphics, sound effects, and descriptions. Then link the player's choice to VTE for the town with the brothel.

Stupid Newb: TM says that it's plot-mandatory, hence not cheap fiction.

[ Tuesday, April 13, 2004 13:24: Message edited by: wizard arsics ]

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Post yer monster scripts here in Blades of Avernum Editor
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Member # 3040
Profile #40
Well sure, but if the purpose is merely to make an efficient "not" command, "if" would be the obvious choice when compared to a loop.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Post yer monster scripts here in Blades of Avernum
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Member # 3040
Profile #40
Well sure, but if the purpose is merely to make an efficient "not" command, "if" would be the obvious choice when compared to a loop.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Post yer monster scripts here in Blades of Avernum Editor
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Member # 3040
Profile #38
Not when you want the exponent to be a variable. If exponents were allowed, a simple "not" command would be
x = 3 ^ -(x ^ 2)
assuming nonintegral numbers are rounded to the nearest integer.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Post yer monster scripts here in Blades of Avernum
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Member # 3040
Profile #38
Not when you want the exponent to be a variable. If exponents were allowed, a simple "not" command would be
x = 3 ^ -(x ^ 2)
assuming nonintegral numbers are rounded to the nearest integer.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Typo in Docs: set_attitude in Blades of Avernum Editor
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Member # 3040
Profile #1
Maybe I'm just stupid, but how is that a typo?

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Typo in Docs: set_attitude in Blades of Avernum
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Member # 3040
Profile #1
Maybe I'm just stupid, but how is that a typo?

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Post yer monster scripts here in Blades of Avernum Editor
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Member # 3040
Profile #35
No exponents allowed, or even min() and max(). :(
If max() was allowed, then max(0,1-x*x) would work. Too bad there is no such command.

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5.0.1.0.0.0.0.1.0...
Posts: 508 | Registered: Thursday, May 29 2003 07:00
Post yer monster scripts here in Blades of Avernum
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Member # 3040
Profile #35
No exponents allowed, or even min() and max(). :(
If max() was allowed, then max(0,1-x*x) would work. Too bad there is no such command.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Custom sounds! I did it! in Blades of Avernum Editor
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Member # 3040
Profile #20
Before you start working on this program, make sure it is actually necessary. For the mac, the custom sounds go in the same file as the graphics: the resource file. We obviously don't know the Windows format yet, but we can extrapolate from what we know of the graphics format from the BoA Editor Docs. The graphics have the format G[number].bmp, so I assume the sounds will be S[number].dat, or some other extension. Therefore it might be possible to include your own sounds in the scenario folder, using a number scheme similar to the mac numbers described above by Kennedy.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Custom sounds! I did it! in Blades of Avernum
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Member # 3040
Profile #20
Before you start working on this program, make sure it is actually necessary. For the mac, the custom sounds go in the same file as the graphics: the resource file. We obviously don't know the Windows format yet, but we can extrapolate from what we know of the graphics format from the BoA Editor Docs. The graphics have the format G[number].bmp, so I assume the sounds will be S[number].dat, or some other extension. Therefore it might be possible to include your own sounds in the scenario folder, using a number scheme similar to the mac numbers described above by Kennedy.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Post yer monster scripts here in Blades of Avernum Editor
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Member # 3040
Profile #30
quote:
Walker White:
It would be nice, however, to have !x available for making x = 1 if 0 and 0 if anything else. Right now that requires an if-branch.
Or you could do:
x = 1 - x

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Post yer monster scripts here in Blades of Avernum
Infiltrator
Member # 3040
Profile #30
quote:
Walker White:
It would be nice, however, to have !x available for making x = 1 if 0 and 0 if anything else. Right now that requires an if-branch.
Or you could do:
x = 1 - x

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
AvernumScript Ideosyncracies in Blades of Avernum Editor
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Member # 3040
Profile #1
Maybe the error is from a missing parenthesis? There should be a ")" before the "<=2".

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
AvernumScript Ideosyncracies in Blades of Avernum
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Member # 3040
Profile #1
Maybe the error is from a missing parenthesis? There should be a ")" before the "<=2".

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
BoA Script Editor 1.0a2 in Blades of Avernum Editor
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Member # 3040
Profile #11
quote:
I'll assume you have Windows or haven't looked at the about window. BASE is written in REALbasic.
Or haven't downloaded it. :D

I use REALbasic as well. I'm planning to write a dialogue script editor, in fact, but it might be too ambitious for me.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
BoA Script Editor 1.0a2 in Blades of Avernum
Infiltrator
Member # 3040
Profile #11
quote:
I'll assume you have Windows or haven't looked at the about window. BASE is written in REALbasic.
Or haven't downloaded it. :D

I use REALbasic as well. I'm planning to write a dialogue script editor, in fact, but it might be too ambitious for me.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
BoA Script Editor 1.0a2 in Blades of Avernum Editor
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Member # 3040
Profile #9
quote:
this isn't written in VB, C++, Java or Python.
What is it written in?

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
BoA Script Editor 1.0a2 in Blades of Avernum
Infiltrator
Member # 3040
Profile #9
quote:
this isn't written in VB, C++, Java or Python.
What is it written in?

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Night/Day in Blades of Avernum Editor
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Member # 3040
Profile #3
The problem with your suggestions is that if the party were to stay in the dungeon for a long period of time, the lighting wouldn't be dynamically updated as per the day/night cycle. :(
Oh well, maybe I'll just have an in-between lighting at the entrance, and have it dark inside.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Night/Day in Blades of Avernum
Infiltrator
Member # 3040
Profile #3
The problem with your suggestions is that if the party were to stay in the dungeon for a long period of time, the lighting wouldn't be dynamically updated as per the day/night cycle. :(
Oh well, maybe I'll just have an in-between lighting at the entrance, and have it dark inside.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Night/Day in Blades of Avernum Editor
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Member # 3040
Profile #0
How does the game determine whether certain squares are lit by the day/night cycle?

I'd like to make an indoor cave that is lit at the entrance if it is daytime, but not if it's at night.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Night/Day in Blades of Avernum
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Member # 3040
Profile #0
How does the game determine whether certain squares are lit by the day/night cycle?

I'd like to make an indoor cave that is lit at the entrance if it is daytime, but not if it's at night.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00
Favourite Smells in General
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Member # 3040
Profile #13
Mmmm gasoline, tar, marijuana smoke, apricots, mint, popcorn, clean laundry.

I hate: copper, ammonia, cigarette smoke, bleach.

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who?
Posts: 508 | Registered: Thursday, May 29 2003 07:00
skills in Blades of Avernum
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Member # 3040
Profile #7
—Alorael, who would like to know how one would go about boosting a skill without training.

Well, there are scripting calls that increase skills.

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Posts: 508 | Registered: Thursday, May 29 2003 07:00

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