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Whats a Procedure error and why is my script have it? in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #6
Thank you for your input. Ill try eliminating the damage_nearby thingy. Ill post the results in a minute.

EDIT! UPDATE
I fixed it up without blocking the party just yet to see if the base thing will work(ill block the party from outdoor usage once this is worked out) Bad expression in line 98. I dont see why it would though.

beginstate 11;//Potion of Boom
print_str_color("The potion explodes!",2);
put_boom_on_char(who_used_custom_item(),0,0);
run_animation_sound(5);
LINE 98::damage_near_loc(char_loc_x(),char_loc_y(),50,6,1);
break;
Note that the word LINE 98 is not actually in the code.

[ Tuesday, July 06, 2004 17:10: Message edited by: GIFTSare2d2 ]
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Whats a Procedure error and why is my script have it? in Blades of Avernum
Shock Trooper
Member # 3276
Profile #6
Thank you for your input. Ill try eliminating the damage_nearby thingy. Ill post the results in a minute.

EDIT! UPDATE
I fixed it up without blocking the party just yet to see if the base thing will work(ill block the party from outdoor usage once this is worked out) Bad expression in line 98. I dont see why it would though.

beginstate 11;//Potion of Boom
print_str_color("The potion explodes!",2);
put_boom_on_char(who_used_custom_item(),0,0);
run_animation_sound(5);
LINE 98::damage_near_loc(char_loc_x(),char_loc_y(),50,6,1);
break;
Note that the word LINE 98 is not actually in the code.

[ Tuesday, July 06, 2004 17:10: Message edited by: GIFTSare2d2 ]
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Whats a Procedure error and why is my script have it? in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #0
beginstate 11;//Potion of Boom
print_str_color("The potion explodes!",2);
put_boom_on_char(1,0,0);
run_animation_sound(5);
damage_nearby(50,7,1,2);
break;
Whats this mean? Procedure error? It doesn't make any sense.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Whats a Procedure error and why is my script have it? in Blades of Avernum
Shock Trooper
Member # 3276
Profile #0
beginstate 11;//Potion of Boom
print_str_color("The potion explodes!",2);
put_boom_on_char(1,0,0);
run_animation_sound(5);
damage_nearby(50,7,1,2);
break;
Whats this mean? Procedure error? It doesn't make any sense.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
GIFTS: Love them, or hate them. Which will it be? in The Avernum Trilogy
Shock Trooper
Member # 3276
Profile #8
According to the results, I must quote myself. I said Universal Law indicates somone will hate them.
And I was right. Someone hates the GIFTS.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
NPCS joining party, not working for me. in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #2
quote:
Originally written by jayc:

Does it have a unique character script?
No, it just follows normal scripts. basicnpc.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
NPCS joining party, not working for me. in Blades of Avernum
Shock Trooper
Member # 3276
Profile #2
quote:
Originally written by jayc:

Does it have a unique character script?
No, it just follows normal scripts. basicnpc.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Dialogue error in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #12
Did you do what I said and shorten the lengths of the texts? The message also appears if you have an error in the dialouge script.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Dialogue error in Blades of Avernum
Shock Trooper
Member # 3276
Profile #12
Did you do what I said and shorten the lengths of the texts? The message also appears if you have an error in the dialouge script.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
GIFTS: Love them, or hate them. Which will it be? in The Avernum Trilogy
Shock Trooper
Member # 3276
Profile #6
quote:
Originally written by Arrna:

Theyre impossible to hate! Theyre too nice.Only a truely heartless person would hate cute spiders :P
Im heartless, and I still love them ;)
A person has to go REALLY low(or get really high) to hate them.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Dialogue error in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #9
If it fails to load the script. Make sure you HAVE a town script with txt extension, set the script in town details, and have the dialoge script the same name with dlg after the name and before the extenstion.
And make sure their in the same folder ;)
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Dialogue error in Blades of Avernum
Shock Trooper
Member # 3276
Profile #9
If it fails to load the script. Make sure you HAVE a town script with txt extension, set the script in town details, and have the dialoge script the same name with dlg after the name and before the extenstion.
And make sure their in the same folder ;)
Posts: 249 | Registered: Saturday, July 26 2003 07:00
NPCS joining party, not working for me. in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #0
This the script to join the party
begintalknode 30;
state = 16;
nextstate = -1;
question = "I have decieded to have you along with us.";
text1 = "_Great! Well, where are we off to, whats next?_";
text2 = "_Your already loaded. Bye.";
code =
if (add_char_to_party(42) == FALSE) {
remove_string(1);
} else {
remove_string(2);
set_flag(75,2,1);
break;
And yes, I did set in the town script to enable_add_chars(1)

But all that happens is the NPC walks blindly around not following me party. Whats wrong?
Posts: 249 | Registered: Saturday, July 26 2003 07:00
NPCS joining party, not working for me. in Blades of Avernum
Shock Trooper
Member # 3276
Profile #0
This the script to join the party
begintalknode 30;
state = 16;
nextstate = -1;
question = "I have decieded to have you along with us.";
text1 = "_Great! Well, where are we off to, whats next?_";
text2 = "_Your already loaded. Bye.";
code =
if (add_char_to_party(42) == FALSE) {
remove_string(1);
} else {
remove_string(2);
set_flag(75,2,1);
break;
And yes, I did set in the town script to enable_add_chars(1)

But all that happens is the NPC walks blindly around not following me party. Whats wrong?
Posts: 249 | Registered: Saturday, July 26 2003 07:00
This is strange, in a scary way. in General
Shock Trooper
Member # 3276
Profile #2
:mad:It's not spam, I seriously have problems with conflicting graphics. I thought maybe other people would have the same problem to.
And the good news is I finished all the BoA Scenerios. :)
Now to wait for more...
Posts: 249 | Registered: Saturday, July 26 2003 07:00
This is strange, in a scary way. in General
Shock Trooper
Member # 3276
Profile #0
I set myself to not permit ratings, but somehow I managed to get rated. Weird.
And to top things off, one of my other applications, ULIs Talking Moose, seems to be the icon of the cmg docments for the scens of BoA. Weirder.
But I do have good news.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Is it just me, or is magic pathetically weak in this game? in Blades of Avernum
Shock Trooper
Member # 3276
Profile #11
quote:
Originally written by magoicochea:

The spell that I really miss is the one that was like Major Blessing from Exile but you were only able to perform it if there weren't monsters nearby. It was replaced with Force Cage which is pretty useless in my opinion.
By the time the monsters were in view the effects were already worn off! At least forcecage you can do something with.
AND I dont mind having a powerful wizard forcecaged while I take care of other lesser monsters. Wizards have little strength, so we wont be seeing them heal anytime soon.. :)
I do miss the spell Bind Foe. Spray Acid, well, ya. :rolleyes:
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Good books? in General
Shock Trooper
Member # 3276
Profile #32
Good Books,
Star Trek:Chain of Attack
Life, the Universe, and Everything(Douglas Adams)
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Dialogue error in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #6
text1 = "_Yes, Grevi. They are a new vicious sort of demons, looking almost like us, except for the wings from the back of them. They are a mix between Imps and humans, and they are using Dervish armor. They are fast, agile, and smarter and almost as deadly as a Haakai. I think you will have much work ahead of you, if you are to find and kill all of the Grevis that's hiding under the earth._";
That is too long. The max is 250 chars. I THINK its too long.

text1 = "_Yes. I have achieved that title, because of my success where my teacher in the Tower of Magi, Linda, failed. She tried to summon and control the demonlord Grah-Hoth, Avernum's great enemy, and she wanted to use him against the Empire which, at the time being, was weakened by the plagues the Vahnatai created, but she didn't have enough strength to hold him of, so he built a portal of her soul. Luckily, the group that was sent to the surface, destroyed the portal in time. I have, I'm quite proud to say, managed to hold in this Haakai for several weeks now, and I have learned a lot from him. I am, also, a sage with great experience. Whether in the fields of alchemy or identification, I can be of great assistance to you
THATS WAAAAYYYy :eek: :eek: to long. Break up 250 char max texts into text1 and text2.

begintalknode 16;
state = 21;
personality = 2;
nextstate = 22;
condition = 1;
question = "Are you a wizard?";
text1 = "_Yes. I have achieved that title, because of my success where my teacher in the Tower of Magi, Linda, failed. She tried to summon and control the demonlord Grah-Hoth._";
text2 = "This was Avernum's great enemy, and she wanted to use him against the Empire which, at the time being, was weakened by the plagues the Vahnatai created, but she didn't have enough strength to hold him of, so he built a portal of her soul. Luckily, the group that was sent to the surface, destroyed the portal in time._";
text3 = "I have, I'm quite proud to say, managed to hold in this Haakai for several weeks now, and I have learned a lot from him. I am, also, a sage with great experience. Whether in the fields of alchemy or identification, I can be of great assistance to you._";
Try that.

As of that, and the fact the town script could be wrong, thats all I can think of.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Dialogue error in Blades of Avernum
Shock Trooper
Member # 3276
Profile #6
text1 = "_Yes, Grevi. They are a new vicious sort of demons, looking almost like us, except for the wings from the back of them. They are a mix between Imps and humans, and they are using Dervish armor. They are fast, agile, and smarter and almost as deadly as a Haakai. I think you will have much work ahead of you, if you are to find and kill all of the Grevis that's hiding under the earth._";
That is too long. The max is 250 chars. I THINK its too long.

text1 = "_Yes. I have achieved that title, because of my success where my teacher in the Tower of Magi, Linda, failed. She tried to summon and control the demonlord Grah-Hoth, Avernum's great enemy, and she wanted to use him against the Empire which, at the time being, was weakened by the plagues the Vahnatai created, but she didn't have enough strength to hold him of, so he built a portal of her soul. Luckily, the group that was sent to the surface, destroyed the portal in time. I have, I'm quite proud to say, managed to hold in this Haakai for several weeks now, and I have learned a lot from him. I am, also, a sage with great experience. Whether in the fields of alchemy or identification, I can be of great assistance to you
THATS WAAAAYYYy :eek: :eek: to long. Break up 250 char max texts into text1 and text2.

begintalknode 16;
state = 21;
personality = 2;
nextstate = 22;
condition = 1;
question = "Are you a wizard?";
text1 = "_Yes. I have achieved that title, because of my success where my teacher in the Tower of Magi, Linda, failed. She tried to summon and control the demonlord Grah-Hoth._";
text2 = "This was Avernum's great enemy, and she wanted to use him against the Empire which, at the time being, was weakened by the plagues the Vahnatai created, but she didn't have enough strength to hold him of, so he built a portal of her soul. Luckily, the group that was sent to the surface, destroyed the portal in time._";
text3 = "I have, I'm quite proud to say, managed to hold in this Haakai for several weeks now, and I have learned a lot from him. I am, also, a sage with great experience. Whether in the fields of alchemy or identification, I can be of great assistance to you._";
Try that.

As of that, and the fact the town script could be wrong, thats all I can think of.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Dialogue error in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #5
Its going to take a long time to analyze your script, but ill do it. But before I do, If your Town script fails to load, then your dialouge will not load either.
Now time to check...
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Dialogue error in Blades of Avernum
Shock Trooper
Member # 3276
Profile #5
Its going to take a long time to analyze your script, but ill do it. But before I do, If your Town script fails to load, then your dialouge will not load either.
Now time to check...
Posts: 249 | Registered: Saturday, July 26 2003 07:00
GIFTS: Love them, or hate them. Which will it be? in The Avernum Trilogy
Shock Trooper
Member # 3276
Profile #3
So far, as of 14 voters, no one does not want GIFTS in other games, and the lowest it has gone is so-so.
Wow. I thought people found them irritating. It even says in BoA scen VoDT that not much is more irritating then the GIFTS.
Well, universal laws indicate SOMEONE will hate them:)
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Tips in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #7
Well, no semi colons after if statements, append txt at the end of the DOCUMENTS name so it loads, use BBEdit for line number counting, Use the end(); to stop scripts easily, like using
if (choice == 1) {// choice 1 (or 0 in the term) is leave.
message_dialog("blah,","");
end();
}
flip_terrain(?,?);
break;

is less time consuming then

if (choice == 1) {// choice 1 (or 0 in the term) is leave.
message_dialog("blah,","");
end();
}
if (choice == 2) {
your codes here.
It also makes it cleaner cause it does not have to use all the brackets. Like look at an exerpt from one of my scripts.
beginstate 16;
check_text_response_match("imdone");
text = got_text_match();
if (text == 0) {
set_state_continue(19);
end();
}
if (get_terrain(6,41) == 268) {
message_dialog("The panal glows. _The portal of command imdone is now closed_","");
set_terrain(6,41,0);
end();
}
message_dialog("The panal glows._Ok. Portal Open. Please go to the top of the huge stairway near the south entrance","");
set_terrain(6,41,268);
break;
What happens is it first checks to see if the text is wrong then contines if it is to the next state (for me at least) to see if the code is right for something else. Then it checks to see if the portal is open, and closes it. If it is not open and the correct sequence is put in, the portal opens. The order you put the codes in is hard to explain, just try using set_state_continue with end();
To explain it, do all the stuff that would end the script first with ifs and brackets, then do stuff that should happen that dont end the scripts. Good Luck ;)
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Tips in Blades of Avernum
Shock Trooper
Member # 3276
Profile #7
Well, no semi colons after if statements, append txt at the end of the DOCUMENTS name so it loads, use BBEdit for line number counting, Use the end(); to stop scripts easily, like using
if (choice == 1) {// choice 1 (or 0 in the term) is leave.
message_dialog("blah,","");
end();
}
flip_terrain(?,?);
break;

is less time consuming then

if (choice == 1) {// choice 1 (or 0 in the term) is leave.
message_dialog("blah,","");
end();
}
if (choice == 2) {
your codes here.
It also makes it cleaner cause it does not have to use all the brackets. Like look at an exerpt from one of my scripts.
beginstate 16;
check_text_response_match("imdone");
text = got_text_match();
if (text == 0) {
set_state_continue(19);
end();
}
if (get_terrain(6,41) == 268) {
message_dialog("The panal glows. _The portal of command imdone is now closed_","");
set_terrain(6,41,0);
end();
}
message_dialog("The panal glows._Ok. Portal Open. Please go to the top of the huge stairway near the south entrance","");
set_terrain(6,41,268);
break;
What happens is it first checks to see if the text is wrong then contines if it is to the next state (for me at least) to see if the code is right for something else. Then it checks to see if the portal is open, and closes it. If it is not open and the correct sequence is put in, the portal opens. The order you put the codes in is hard to explain, just try using set_state_continue with end();
To explain it, do all the stuff that would end the script first with ifs and brackets, then do stuff that should happen that dont end the scripts. Good Luck ;)
Posts: 249 | Registered: Saturday, July 26 2003 07:00

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