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Ideas for security mechanisms. in Blades of Avernum
Shock Trooper
Member # 3276
Profile #4
Well, I have a Laser Mine terrain script, but, it's a little, off. I still haven't figured out how to make it fire once each time the party moves instead of contuining to pummel them until they die :(
Terrain Scripts with inovative ideas that fit with the dungueon are pretty good for stuff like that. That is once you learn to script them...
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Nothing loads anymore in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #1
More info: The Starter Town loads everything perfectly, it's just the towns I make that fail to load the correct scripts.
Where is jeff?
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Nothing loads anymore in Blades of Avernum
Shock Trooper
Member # 3276
Profile #1
More info: The Starter Town loads everything perfectly, it's just the towns I make that fail to load the correct scripts.
Where is jeff?
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Another Bug in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #4
Okay thanks, I managed to fix it.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Another Bug in Blades of Avernum
Shock Trooper
Member # 3276
Profile #4
Okay thanks, I managed to fix it.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Nothing loads anymore in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #0
Now none of my scens load anything! They fail to load door.txt, guard.txt, town scripts, ALL of my scens just dont load anything anymore, and the files are in the correct folder! What is going on?!? :mad:
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Nothing loads anymore in Blades of Avernum
Shock Trooper
Member # 3276
Profile #0
Now none of my scens load anything! They fail to load door.txt, guard.txt, town scripts, ALL of my scens just dont load anything anymore, and the files are in the correct folder! What is going on?!? :mad:
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Hi, everyone! in General
Shock Trooper
Member # 3276
Profile #15
Rosy Cat Quote...
If you have any questions, just let me help you out. I've been around here longer than almost anyone.

Then, why, is your level, Apprentice? IMAGE(smile000.gif)

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Sliders Timer Come as a guy, leave as a slider.
Due to a number of private messages with cool links in them ( 0 ) the next link will be completly irrelevant.
Tresspasers will be shot. Survivors will be shot again.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Michael Moore - Unfairenheit 9/11 in General
Shock Trooper
Member # 3276
Profile #9
I dont like that guy
As for fairenheit 9/11, id rather watch barney IMAGE(eek00000.gif) and thats saying alot IMAGE(wink0000.gif)

--------------------
Sliders Timer Come as a guy, leave as a slider.
Due to a number of private messages with cool links in them ( 0 ) the next link will be completly irrelevant.
Tresspasers will be shot. Survivors will be shot again.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Michael Moore - Unfairenheit 9/11 in General
Shock Trooper
Member # 3276
Profile #3
no comment...
Posts: 249 | Registered: Saturday, July 26 2003 07:00
When I used Summon Aid, I got... in Blades of Avernum
Shock Trooper
Member # 3276
Profile #0
... Headless Giants. :eek: . The feet were the only parts there! Its like the head was, gone... This happen to anyone else?
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Another Bug in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #0
When playing one of my scens, the guards wont attack me when I attack them. BUT! When I charm them using them using the spell Capture Mind, THEN they attack me. Isn't this a little, reversed? :confused:
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Another Bug in Blades of Avernum
Shock Trooper
Member # 3276
Profile #0
When playing one of my scens, the guards wont attack me when I attack them. BUT! When I charm them using them using the spell Capture Mind, THEN they attack me. Isn't this a little, reversed? :confused:
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Some trouble with my terrain script. in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #0
It has no errors in syntax, it, just, does not do what I want it to.
First I have ben racking my brain how to get the Boom on EVERY Party member.
I know how to get lasers start place, my_loc, but what about getting them to the charecter.

But the main problem is when I step near the script, it fires at the party, damaging them, NONSTOP! I want it to fire every time the party moves.

And the disarm thingy does not work...
beginterrainscript;

variables;
short i_am_active = 1;
short i = 1;
short j = 1;
int choice;
body;

beginstate INIT_STATE;

set_script_mode(3);

if (get_memory_cell(2) > 0) {
set_mechanism_difficulty(get_memory_cell(2));
}

if (get_memory_cell(7) > 0) {
i = 1;
i = i + (get_memory_cell(7));
}
if (get_memory_cell(7) == 0) {
i = 1;
}
break;
beginstate 2;

if (dist_to_party() <= 3 && i_am_active == 1) {
if (get_memory_cell(0) > 0) {
if (get_memory_cell(0) == 1) {
damage_nearby(i,3,1,0);
put_boom_on_char(0,0,0);
run_animation_sound(62);
run_animation();
}
if (get_memory_cell(0) == 2) {
damage_nearby(i,3,4,0);
put_boom_on_char(0,0,0);
run_animation_sound(62);
run_animation();
}
if (get_memory_cell(0) == 3) {
damage_nearby(i,3,5,0);
put_boom_on_char(0,3,0);
run_animation_sound(62);
run_animation();
}
}
}
if (get_memory_cell(1) > 0)
if (get_memory_cell(1) == 1)
if (dist_to_party() == 1) {
reset_dialog();
add_dialog_str(0,"You have made your way to the laser mine controls and think you might be able to disarm the mine.",0);
add_dialog_str(1,"If you wish, you can attempt to disarm the mine (The player with the highest intelligence will do this.)",0);
add_dialog_choice(0,"Leave");
add_dialog_choice(1,"Attempt to disarm lasermine.");
choice = run_dialog(1);
} if (choice == 1) {
end();
block_entry(1);
}
if (choice == 2)
if (get_highest_skill(15) < get_mechanism_difficulty() && get_memory_cell(3) == 0 && choice == 2)|| has_special_item(get_memory_cell(3)) == FALSE && choice == 2 {
message_dialog("You fail to disarm the mine. Now it is going to be a pain getting away from it now that your so close.","");
block_entry(1);
}
if (get_highest_skill(15) > get_mechanism_difficulty() && choice == 2) {
message_dialog("You disarm the mine!","");
i_am_active = 0;//this turns off the above script that causes damage.
set_terrain(my_loc_x(),my_loc_y(),get_memory_cell(5));
}
break;

Posts: 249 | Registered: Saturday, July 26 2003 07:00
Some trouble with my terrain script. in Blades of Avernum
Shock Trooper
Member # 3276
Profile #0
It has no errors in syntax, it, just, does not do what I want it to.
First I have ben racking my brain how to get the Boom on EVERY Party member.
I know how to get lasers start place, my_loc, but what about getting them to the charecter.

But the main problem is when I step near the script, it fires at the party, damaging them, NONSTOP! I want it to fire every time the party moves.

And the disarm thingy does not work...
beginterrainscript;

variables;
short i_am_active = 1;
short i = 1;
short j = 1;
int choice;
body;

beginstate INIT_STATE;

set_script_mode(3);

if (get_memory_cell(2) > 0) {
set_mechanism_difficulty(get_memory_cell(2));
}

if (get_memory_cell(7) > 0) {
i = 1;
i = i + (get_memory_cell(7));
}
if (get_memory_cell(7) == 0) {
i = 1;
}
break;
beginstate 2;

if (dist_to_party() <= 3 && i_am_active == 1) {
if (get_memory_cell(0) > 0) {
if (get_memory_cell(0) == 1) {
damage_nearby(i,3,1,0);
put_boom_on_char(0,0,0);
run_animation_sound(62);
run_animation();
}
if (get_memory_cell(0) == 2) {
damage_nearby(i,3,4,0);
put_boom_on_char(0,0,0);
run_animation_sound(62);
run_animation();
}
if (get_memory_cell(0) == 3) {
damage_nearby(i,3,5,0);
put_boom_on_char(0,3,0);
run_animation_sound(62);
run_animation();
}
}
}
if (get_memory_cell(1) > 0)
if (get_memory_cell(1) == 1)
if (dist_to_party() == 1) {
reset_dialog();
add_dialog_str(0,"You have made your way to the laser mine controls and think you might be able to disarm the mine.",0);
add_dialog_str(1,"If you wish, you can attempt to disarm the mine (The player with the highest intelligence will do this.)",0);
add_dialog_choice(0,"Leave");
add_dialog_choice(1,"Attempt to disarm lasermine.");
choice = run_dialog(1);
} if (choice == 1) {
end();
block_entry(1);
}
if (choice == 2)
if (get_highest_skill(15) < get_mechanism_difficulty() && get_memory_cell(3) == 0 && choice == 2)|| has_special_item(get_memory_cell(3)) == FALSE && choice == 2 {
message_dialog("You fail to disarm the mine. Now it is going to be a pain getting away from it now that your so close.","");
block_entry(1);
}
if (get_highest_skill(15) > get_mechanism_difficulty() && choice == 2) {
message_dialog("You disarm the mine!","");
i_am_active = 0;//this turns off the above script that causes damage.
set_terrain(my_loc_x(),my_loc_y(),get_memory_cell(5));
}
break;

Posts: 249 | Registered: Saturday, July 26 2003 07:00
BoA Music? in General
Shock Trooper
Member # 3276
Profile #17
Towns...
One After 909,
Help,
A Hard Days Night,
Cry for a Shadow,

dungeons....
Riddle of the Sphinx Omega Stone Skull Altar Music. Fits any dungeon

--------------------
Sliders Timer ]http://www.google.com/[/URL]
Updated Links! Now made a google link! I told you the next one would be irrelevant.
I am a psychic amnesiact. I know in advance what I'll forget.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
2 Questions/Problems in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #2
As for the Shop thing...
0 - 499 - item
2000 + x - mage spell x (x is from 0 to 19). how_many is the highest level of the spell that can be bought in the store.
3000 + x - priest spell x (x is from 0 to 19). how_many is the highest level of the spell that can be bought in the store.
4000 + x - alchemy recipe x (x is from 0 to 19). how_many should be 1.
5000 + x - skill x. Each purchase gives the character 1 level of the skill. how_many is the maximum number of levels of the skill that can be bought.

EDIT: Deleted something that I figured out.

[ Saturday, June 26, 2004 13:25: Message edited by: GIFTSare2nice ]
Posts: 249 | Registered: Saturday, July 26 2003 07:00
2 Questions/Problems in Blades of Avernum
Shock Trooper
Member # 3276
Profile #2
As for the Shop thing...
0 - 499 - item
2000 + x - mage spell x (x is from 0 to 19). how_many is the highest level of the spell that can be bought in the store.
3000 + x - priest spell x (x is from 0 to 19). how_many is the highest level of the spell that can be bought in the store.
4000 + x - alchemy recipe x (x is from 0 to 19). how_many should be 1.
5000 + x - skill x. Each purchase gives the character 1 level of the skill. how_many is the maximum number of levels of the skill that can be bought.

EDIT: Deleted something that I figured out.

[ Saturday, June 26, 2004 13:25: Message edited by: GIFTSare2nice ]
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Playing Sounds - idea in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #2
You mean background music? Id like to put that in a couple of places, like a Cassete Item that doesn't pause the game to play a music, a musical clue.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Playing Sounds - idea in Blades of Avernum
Shock Trooper
Member # 3276
Profile #2
You mean background music? Id like to put that in a couple of places, like a Cassete Item that doesn't pause the game to play a music, a musical clue.
Posts: 249 | Registered: Saturday, July 26 2003 07:00
full screen? in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #1
You could adjust your screen size of your moniter so that there are fewer pixels in legth and width, thus causing the image to be bigger.
Full Screen Aplication mode? Nooo...
Posts: 249 | Registered: Saturday, July 26 2003 07:00
full screen? in Blades of Avernum
Shock Trooper
Member # 3276
Profile #1
You could adjust your screen size of your moniter so that there are fewer pixels in legth and width, thus causing the image to be bigger.
Full Screen Aplication mode? Nooo...
Posts: 249 | Registered: Saturday, July 26 2003 07:00
Za-Khazi Run: Spiraling Crypt: Insane Solutionless Time-Warp Death Trap? in Blades of Avernum
Shock Trooper
Member # 3276
Profile #13
Insane Solutionless Time-Warp Death Trap? Good Idea...
Maybe now I can punish players who exit combat to pass special encounters... Good dreams
Posts: 249 | Registered: Saturday, July 26 2003 07:00
change_outdoor_location in Blades of Avernum Editor
Shock Trooper
Member # 3276
Profile #5
quote:
Originally written by Kiexcolo:

NOTE: It is used when a party ENTERS a portal?

There is nothing said of having to leave town so that it works.
And frankly I dunno what you mean.

Okay, you can make portals do whatever you want. And by putting the correct graphic (portal) and putting a special encounter around the portal asking if they want to enter. Then you code if choice =whatever the enter portal choice is, and have stuff teleport. Thats how you use portals.

Of course I made a portal that upon entering, spits you out and opens a gate....
Posts: 249 | Registered: Saturday, July 26 2003 07:00
change_outdoor_location in Blades of Avernum
Shock Trooper
Member # 3276
Profile #5
quote:
Originally written by Kiexcolo:

NOTE: It is used when a party ENTERS a portal?

There is nothing said of having to leave town so that it works.
And frankly I dunno what you mean.

Okay, you can make portals do whatever you want. And by putting the correct graphic (portal) and putting a special encounter around the portal asking if they want to enter. Then you code if choice =whatever the enter portal choice is, and have stuff teleport. Thats how you use portals.

Of course I made a portal that upon entering, spits you out and opens a gate....
Posts: 249 | Registered: Saturday, July 26 2003 07:00

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