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A thought about the line number "bug". in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #8
I came up with the line idea first.. ;) Look at topic unknown command you in line 41 and look at one of my posts, under the code...
Posts: 249 | Registered: Saturday, July 26 2003 07:00
A thought about the line number "bug". in Blades of Avernum
Shock Trooper
Member # 3276
Profile #8
I came up with the line idea first.. ;) Look at topic unknown command you in line 41 and look at one of my posts, under the code...
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Game does not load script again, but does not elaborate on any problems in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #3
Okay, I sent it in. I hope you find the solution.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Game does not load script again, but does not elaborate on any problems in Blades of Avernum
Shock Trooper
Member # 3276
Profile #3
Okay, I sent it in. I hope you find the solution.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
State not ended properly in Line 1. in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #10
quote:
Originally written by Kiexcolo:

I can't tell whats the problem, but maybe you should use a terrain script instead, check BOA's starting scenerios for a lever script. You just have to input the x,y coords in the memory cells.
I did what you said, and it worked. Thanks Kiexcolo.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
State not ended properly in Line 1. in Blades of Avernum
Shock Trooper
Member # 3276
Profile #10
quote:
Originally written by Kiexcolo:

I can't tell whats the problem, but maybe you should use a terrain script instead, check BOA's starting scenerios for a lever script. You just have to input the x,y coords in the memory cells.
I did what you said, and it worked. Thanks Kiexcolo.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
State not ended properly in Line 1. in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #8
I fixed the error, I forgot to delete the line numbers in BBEdit :o
But now it caused another problem, no error messages are shown, but it wont call up the correct states when the player steps on the levers. The special encounter calls the correct state but the dialog box does not open.

Geez, im always having problems. This is one of the levers, the others I copied-pasted changing only the flip terrain. So this is basicly the same as all the other levers, and none work. No error messages appear, they just are not called.
beginstate 20;
reset_dialog();
add_dialog_str(0,"You notice a small power lever on the floor. Should you pull it?",0);
add_dialog_choice(0,"Leave");
add_dialog_choice(1,"Pull Lever");
if (choice == 1)
end();
if (choice == 2) {
flip_terrain(39,24);
message_dialog("You turn the lever","It appears the lever was a power control. You hear a slight electrical discharge, and the rune symbol on the blue tile sparks. You have turned up the power a little.");
i + 1;
}

Posts: 249 | Registered: Saturday, July 26 2003 07:00
State not ended properly in Line 1. in Blades of Avernum
Shock Trooper
Member # 3276
Profile #8
I fixed the error, I forgot to delete the line numbers in BBEdit :o
But now it caused another problem, no error messages are shown, but it wont call up the correct states when the player steps on the levers. The special encounter calls the correct state but the dialog box does not open.

Geez, im always having problems. This is one of the levers, the others I copied-pasted changing only the flip terrain. So this is basicly the same as all the other levers, and none work. No error messages appear, they just are not called.
beginstate 20;
reset_dialog();
add_dialog_str(0,"You notice a small power lever on the floor. Should you pull it?",0);
add_dialog_choice(0,"Leave");
add_dialog_choice(1,"Pull Lever");
if (choice == 1)
end();
if (choice == 2) {
flip_terrain(39,24);
message_dialog("You turn the lever","It appears the lever was a power control. You hear a slight electrical discharge, and the rune symbol on the blue tile sparks. You have turned up the power a little.");
i + 1;
}

Posts: 249 | Registered: Saturday, July 26 2003 07:00
Game does not load script again, but does not elaborate on any problems in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #0
It just says 'Failed to load t0central script.' Everything is spelled right, and thats all it says. Does not elaborate on any errors, like there are any...
begintownscript;

variables;

body;

beginstate 0;
break;

beginstate 1;
break;

beginstate 2;
break;

beginstate 10;
break;
In addition this is causing the dialouge script not to load, I think, because it says "you tried to start dialouge with no dialouge script loaded."
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Game does not load script again, but does not elaborate on any problems in Blades of Avernum
Shock Trooper
Member # 3276
Profile #0
It just says 'Failed to load t0central script.' Everything is spelled right, and thats all it says. Does not elaborate on any errors, like there are any...
begintownscript;

variables;

body;

beginstate 0;
break;

beginstate 1;
break;

beginstate 2;
break;

beginstate 10;
break;
In addition this is causing the dialouge script not to load, I think, because it says "you tried to start dialouge with no dialouge script loaded."
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Loading scripts? in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #1
I get the same problem sometimes. Check your towndlg syntax. If it is wrong, it will show in the box thingy when you play the game, the left down one, all errors in the townscripts. AND MAKE SURE that in town details in the town menu, the upper right box that is blank contains the name of your town script without the .txt at the end. as long as the town script of dialouge has dlg right at the end, then it "should" work.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Loading scripts? in Blades of Avernum
Shock Trooper
Member # 3276
Profile #1
I get the same problem sometimes. Check your towndlg syntax. If it is wrong, it will show in the box thingy when you play the game, the left down one, all errors in the townscripts. AND MAKE SURE that in town details in the town menu, the upper right box that is blank contains the name of your town script without the .txt at the end. as long as the town script of dialouge has dlg right at the end, then it "should" work.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
State not ended properly in Line 1. in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #6
Ever since I started using BBEdit the line counts of everything else have ben correct. And there is nothing else wrong with the script. And for some reason, my dialouge script is not working, even though it shows no errors upon town loading.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
State not ended properly in Line 1. in Blades of Avernum
Shock Trooper
Member # 3276
Profile #6
Ever since I started using BBEdit the line counts of everything else have ben correct. And there is nothing else wrong with the script. And for some reason, my dialouge script is not working, even though it shows no errors upon town loading.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
State not ended properly in Line 1. in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #3
thanks for the advice, but I have a text doc longer then that and it works perfectly. With exception of the .txt part, the script call in Town Details and the Name of the Txt doc are the same, and the dialouge thingy has dlg. So thats not the problem. I wished Spidweb was here.
Thanks anyway for lending advice.

EDIT: Fixed typo.

[ Thursday, June 24, 2004 18:04: Message edited by: GIFTSare2nice ]
Posts: 249 | Registered: Saturday, July 26 2003 07:00
State not ended properly in Line 1. in Blades of Avernum
Shock Trooper
Member # 3276
Profile #3
thanks for the advice, but I have a text doc longer then that and it works perfectly. With exception of the .txt part, the script call in Town Details and the Name of the Txt doc are the same, and the dialouge thingy has dlg. So thats not the problem. I wished Spidweb was here.
Thanks anyway for lending advice.

EDIT: Fixed typo.

[ Thursday, June 24, 2004 18:04: Message edited by: GIFTSare2nice ]
Posts: 249 | Registered: Saturday, July 26 2003 07:00
State not ended properly in Line 1. in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #0
But line one is begintownscript!

begintownscript;

variables;

int i,j,k,choice;

body;

beginstate INIT_STATE;
break;

beginstate EXIT_STATE;
break;

beginstate START_STATE;
break;
And to top off, when I talk to someone in my town, it says that you tried to talk with no dialouge script loaded, when my doc exactly says t4surfaceRdlg and t4surfaceR. I dont understand.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
State not ended properly in Line 1. in Blades of Avernum
Shock Trooper
Member # 3276
Profile #0
But line one is begintownscript!

begintownscript;

variables;

int i,j,k,choice;

body;

beginstate INIT_STATE;
break;

beginstate EXIT_STATE;
break;

beginstate START_STATE;
break;
And to top off, when I talk to someone in my town, it says that you tried to talk with no dialouge script loaded, when my doc exactly says t4surfaceRdlg and t4surfaceR. I dont understand.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Item problems in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #2
Can we see your script of the items?
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Item problems in Blades of Avernum
Shock Trooper
Member # 3276
Profile #2
Can we see your script of the items?
Posts: 249 | Registered: Saturday, July 26 2003 07:00
badly needed: x, y coords! in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #2
Sometimes, the terrian you are selecting is so close to the edge you cant center it. Align at least one cordinate, y or x, with the space. Count the spaces and add or subtract the proper number of the unknown cord. But this is rare! Must of the time your cord can be centered. It is four spaces from each side up, down, left, and right to the center square.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
badly needed: x, y coords! in Blades of Avernum
Shock Trooper
Member # 3276
Profile #2
Sometimes, the terrian you are selecting is so close to the edge you cant center it. Align at least one cordinate, y or x, with the space. Count the spaces and add or subtract the proper number of the unknown cord. But this is rare! Must of the time your cord can be centered. It is four spaces from each side up, down, left, and right to the center square.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Problem 'Unknown command you in line 41' in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #13
Thanks, my script has no errors anymore.

EDIT: Now I understand. Thanks man.

[ Wednesday, June 23, 2004 11:36: Message edited by: GIFTSare2nice ]
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Problem 'Unknown command you in line 41' in Blades of Avernum
Shock Trooper
Member # 3276
Profile #13
Thanks, my script has no errors anymore.

EDIT: Now I understand. Thanks man.

[ Wednesday, June 23, 2004 11:36: Message edited by: GIFTSare2nice ]
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Problem 'Unknown command you in line 41' in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #11
I keep geting the stuff that uses either one or two equal signs mixed up. Thanks man.
But it still shows errors, which I dont understand
Bad Expression in line 44 (Forgive me, only second day at scripting stuff. I dont understand much.)
38 beginstate 12;
39 if (i < 4) {
40 block_entry(1);
41 message_dialog("You try to cross, but the rune repels you. You cant get through here now.","");
42 }
43 if (i = 4) {
44 set_state_continue(13);
45 }
46 if (i > 4) {
47 damage_near_loc(38,23,50,4,1);
48 message_dialog("You set the power too high!","The floor begins spreading a sonar heat wave 4 spaces in every direction of the blue tile! Get out of there!");
49 block_entry(1);
50 }
51 break;

Posts: 249 | Registered: Saturday, July 26 2003 07:00

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