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Please Check this Dlg Script in Blades of Avernum Editor
Apprentice
Member # 3361
Profile #1
There is no text in node 23; that could be a problem. I assume the quote mark on node 26 is not in your actual code. I didn't quite see anything aside from that, but I could be overlooking something.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Please Check this Dlg Script in Blades of Avernum
Apprentice
Member # 3361
Profile #1
There is no text in node 23; that could be a problem. I assume the quote mark on node 26 is not in your actual code. I didn't quite see anything aside from that, but I could be overlooking something.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Vampire in Blades of Avernum Editor
Apprentice
Member # 3361
Profile #11
If you are interested in the origin of the literary vampire, Bram Stoker's Dracula is the novel to look in. Clearly this was not the origin of the concept of a vampire, but it was to my knowledge the first novel about them.

According to Stoker, vampires are harmed by contact with any blessed object closely affiliated with Christianity. Holy water burns them, and blessed communion wafers sear their flesh. The crucifix repels them, also. A person bitten by the vampire can have vampirism staved off by the presence of garlic and the blessing of a priest.

Contact with sunlight is lethal, as is a stake through the heart. I believe cutting off its head and filling the mouth with garlic will kill him as well.

Also, a vampire must sleep in a coffin buried in his native soil. Dracula, being from Transylvania, required soil dug from Transylvania to surround his coffin in London.

Unless you wish to make a religious scenario, you probably do not want to use this model of a vampire. But I thought people may be interested.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Vampire in Blades of Avernum
Apprentice
Member # 3361
Profile #11
If you are interested in the origin of the literary vampire, Bram Stoker's Dracula is the novel to look in. Clearly this was not the origin of the concept of a vampire, but it was to my knowledge the first novel about them.

According to Stoker, vampires are harmed by contact with any blessed object closely affiliated with Christianity. Holy water burns them, and blessed communion wafers sear their flesh. The crucifix repels them, also. A person bitten by the vampire can have vampirism staved off by the presence of garlic and the blessing of a priest.

Contact with sunlight is lethal, as is a stake through the heart. I believe cutting off its head and filling the mouth with garlic will kill him as well.

Also, a vampire must sleep in a coffin buried in his native soil. Dracula, being from Transylvania, required soil dug from Transylvania to surround his coffin in London.

Unless you wish to make a religious scenario, you probably do not want to use this model of a vampire. But I thought people may be interested.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
*sigh* Slith Powwow in Blades of Avernum Editor
Apprentice
Member # 3361
Profile #4
Let's not forget that, according to the massage from the gates to the Slith homeland in A1, Sss-Thsss was responsible for the rebellion that caused the Sliths to be exiled. It is implied that their civilization was peaceful, and Sss-Thsss brought violence to it, for which he and his follwers were punished. Hence, every Slith that humans have ever met was either a follower of Sss-Thsss or descended from one.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
*sigh* Slith Powwow in Blades of Avernum
Apprentice
Member # 3361
Profile #4
Let's not forget that, according to the massage from the gates to the Slith homeland in A1, Sss-Thsss was responsible for the rebellion that caused the Sliths to be exiled. It is implied that their civilization was peaceful, and Sss-Thsss brought violence to it, for which he and his follwers were punished. Hence, every Slith that humans have ever met was either a follower of Sss-Thsss or descended from one.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Item drops and creature levels in Blades of Avernum Editor
Apprentice
Member # 3361
Profile #0
I have two questions pertaining to creature alterations. Firstly, does the game have "built-in" drops of weapons/armor for certain creature types, like soldiers? I noticed that none of the Spiderweb scenarios gave generic soldiers drop items, but they tend to leave their swords and armor behind when you kill them. Do these drop items change with the level of the creature?

Secondly, I am having some difficulty with set_creature_type_level. The levels of the creatures in the editor menu remain unchanged, even though my scenario script has no problems. I also noticed that in some scenarios, like "Diplomacy with the Dead", the level that certain creatures are set to with set_creature_level_type in the scenario script are different from the levels listed in the editor's menu. Why is this?

Any help on either of these topics would be much appreciated.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Item drops and creature levels in Blades of Avernum
Apprentice
Member # 3361
Profile #0
I have two questions pertaining to creature alterations. Firstly, does the game have "built-in" drops of weapons/armor for certain creature types, like soldiers? I noticed that none of the Spiderweb scenarios gave generic soldiers drop items, but they tend to leave their swords and armor behind when you kill them. Do these drop items change with the level of the creature?

Secondly, I am having some difficulty with set_creature_type_level. The levels of the creatures in the editor menu remain unchanged, even though my scenario script has no problems. I also noticed that in some scenarios, like "Diplomacy with the Dead", the level that certain creatures are set to with set_creature_level_type in the scenario script are different from the levels listed in the editor's menu. Why is this?

Any help on either of these topics would be much appreciated.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Your opinion in Blades of Avernum Editor
Apprentice
Member # 3361
Profile #6
Isaac, I have a question about your proposed problem of a designer changing a pre-set item. If the party had a waveblade equipped, would it immediately turn into a Frying Pan of Doom as soon as the party entered the scenario? Or would it happen if the party tried to drop their waveblade and then picked it up again?

If the answer to either of these is yes, it seems somewhat dangerous to mes with pre-set items.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Your opinion in Blades of Avernum
Apprentice
Member # 3361
Profile #6
Isaac, I have a question about your proposed problem of a designer changing a pre-set item. If the party had a waveblade equipped, would it immediately turn into a Frying Pan of Doom as soon as the party entered the scenario? Or would it happen if the party tried to drop their waveblade and then picked it up again?

If the answer to either of these is yes, it seems somewhat dangerous to mes with pre-set items.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Your opinion in Blades of Avernum Editor
Apprentice
Member # 3361
Profile #0
I was considering adding a character in my scenario who is interested in purchasing an item that a high-level party is likely to have (e.g. a Vahnatai waveblade). However, I do not plan to have any of these items in my scenario; it is only a bonus for parties who happen to have found one in a previous scenario.

What do you think about this? Is it misleading, or is it merely a nice way to get rid of some of the party's excess treasure? Would you be annoyed if this happened to you? I would like to know how people feel about this.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Your opinion in Blades of Avernum
Apprentice
Member # 3361
Profile #0
I was considering adding a character in my scenario who is interested in purchasing an item that a high-level party is likely to have (e.g. a Vahnatai waveblade). However, I do not plan to have any of these items in my scenario; it is only a bonus for parties who happen to have found one in a previous scenario.

What do you think about this? Is it misleading, or is it merely a nice way to get rid of some of the party's excess treasure? Would you be annoyed if this happened to you? I would like to know how people feel about this.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Dialog boxes in Blades of Avernum Editor
Apprentice
Member # 3361
Profile #2
Thank you! I knew about the choices, but I realize my problem was that I was trying to use message_dialog in a conditional statement.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Dialog boxes in Blades of Avernum
Apprentice
Member # 3361
Profile #2
Thank you! I knew about the choices, but I realize my problem was that I was trying to use message_dialog in a conditional statement.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Dialog boxes in Blades of Avernum Editor
Apprentice
Member # 3361
Profile #0
My outdoor scripts are not functioning properly, and I think it may be because of my dialog boxes. Is there a functional difference between message_dialog and add_dialog_str (besides the option of the latter to add a choice)? If so, I can't understand what it is.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Dialog boxes in Blades of Avernum
Apprentice
Member # 3361
Profile #0
My outdoor scripts are not functioning properly, and I think it may be because of my dialog boxes. Is there a functional difference between message_dialog and add_dialog_str (besides the option of the latter to add a choice)? If so, I can't understand what it is.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Za-Khazi Run: Spiraling Crypt: Insane Solutionless Time-Warp Death Trap? in Blades of Avernum
Apprentice
Member # 3361
Profile #22
I'm actually having a devil of a time opening the door to the central room on the second floor: my Unlock Doors is only at Level 2, but my spellcaster is very respectable. Still, I've tried dozens of times and my spell won't affect the door. Is there anywhere close I could go to raise my Unlock Doors level?
Posts: 21 | Registered: Sunday, August 17 2003 07:00
String Length in Dialogue in Blades of Avernum Editor
Apprentice
Member # 3361
Profile #3
You're right; I suppose my style is a bit verbose. I'm actually just fond of long descriptions of people and their behavior, but you have a point that those can get tedious after a while.

On another note, when I'm writing in notepad, I like to hit enter every time I hit the right end of the screen, so I can read all my dialogue without having to scroll to the right. But this causes strange symbols to appear in dialogue in these places. Are there any text editors that don't force you to have each text string on a single line?
Posts: 21 | Registered: Sunday, August 17 2003 07:00
String Length in Dialogue in Blades of Avernum
Apprentice
Member # 3361
Profile #3
You're right; I suppose my style is a bit verbose. I'm actually just fond of long descriptions of people and their behavior, but you have a point that those can get tedious after a while.

On another note, when I'm writing in notepad, I like to hit enter every time I hit the right end of the screen, so I can read all my dialogue without having to scroll to the right. But this causes strange symbols to appear in dialogue in these places. Are there any text editors that don't force you to have each text string on a single line?
Posts: 21 | Registered: Sunday, August 17 2003 07:00
String Length in Dialogue in Blades of Avernum Editor
Apprentice
Member # 3361
Profile #0
I've been having some problems with dialogue: namely, the dialogue I write for my NPCs is too long. The editor says they're too long to parse unless I split up my lines into text1, text2, etc. This has two main disadvantages, however. Firstly, it forces me to skip spaces where I really don't want to (going from text1 to text2 means going to the next line in the dialogue window). Secondly, it severely hampers my use of DEP_ON_SPF, since I often need more than text1 and text2 to fit in what I want to say if the flag isn't triggered.

So, is there some way around these, preferably by extending the max length of strings? Lacking this, is there any way to have long paragraphs in dialogue without skipped spaces?

Also, does anyone know the exact maximum length for strings in dialogue?
Posts: 21 | Registered: Sunday, August 17 2003 07:00
String Length in Dialogue in Blades of Avernum
Apprentice
Member # 3361
Profile #0
I've been having some problems with dialogue: namely, the dialogue I write for my NPCs is too long. The editor says they're too long to parse unless I split up my lines into text1, text2, etc. This has two main disadvantages, however. Firstly, it forces me to skip spaces where I really don't want to (going from text1 to text2 means going to the next line in the dialogue window). Secondly, it severely hampers my use of DEP_ON_SPF, since I often need more than text1 and text2 to fit in what I want to say if the flag isn't triggered.

So, is there some way around these, preferably by extending the max length of strings? Lacking this, is there any way to have long paragraphs in dialogue without skipped spaces?

Also, does anyone know the exact maximum length for strings in dialogue?
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Game does not load script again, but does not elaborate on any problems in Blades of Avernum Editor
Apprentice
Member # 3361
Profile #4
To test whether the syntax of my town script was at fault, I copied the Sweetgrove town and dialogue scripts (from Valley of Dying Things) to my scenario folder, renamed them t1mytown.txt and t1mytowndlg.txt, and tried to load my scenario. I still received the message "Failed to load t1mytown" when I entered the scenario. This means it is not a problem with my script syntax. I would very much appreciate any suggestions as to what I may be doing wrong.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Game does not load script again, but does not elaborate on any problems in Blades of Avernum
Apprentice
Member # 3361
Profile #4
To test whether the syntax of my town script was at fault, I copied the Sweetgrove town and dialogue scripts (from Valley of Dying Things) to my scenario folder, renamed them t1mytown.txt and t1mytowndlg.txt, and tried to load my scenario. I still received the message "Failed to load t1mytown" when I entered the scenario. This means it is not a problem with my script syntax. I would very much appreciate any suggestions as to what I may be doing wrong.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Game does not load script again, but does not elaborate on any problems in Blades of Avernum Editor
Apprentice
Member # 3361
Profile #2
I'm having the same problem, so I would be very interested in hearing a soultion.
Posts: 21 | Registered: Sunday, August 17 2003 07:00
Game does not load script again, but does not elaborate on any problems in Blades of Avernum
Apprentice
Member # 3361
Profile #2
I'm having the same problem, so I would be very interested in hearing a soultion.
Posts: 21 | Registered: Sunday, August 17 2003 07:00

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