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TIP: Static user input (a hack, but it works) in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #0
I am using this script in a special town I constructed for debugging purposes. I wanted to be able to teleport into any town in the scenario without traipsing all over the outdoors. This state is triggered by a special encounter area on the floor in front of a portal. Obviously, any number of responses can be checked. Seems to work fine!

beginstate 10;

get_text_response("Enter town number:");

check_text_response_match("28");
if (got_text_match() == 1) {
print_str("Your party is teleported to the Haverly Estate...");
block_entry(1);
move_to_new_town(28,26,6);
end();
}
check_text_response_match("36");
if (got_text_match() == 1) {
print_str("Your party is teleported to the Operations Center...");
block_entry(1);
move_to_new_town(36,26,6);
end();
}
break;

The key to this is the end() statement, working just like a C break statement.

regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
TIP: Static user input (a hack, but it works) in Blades of Avernum
Apprentice
Member # 3517
Profile #0
I am using this script in a special town I constructed for debugging purposes. I wanted to be able to teleport into any town in the scenario without traipsing all over the outdoors. This state is triggered by a special encounter area on the floor in front of a portal. Obviously, any number of responses can be checked. Seems to work fine!

beginstate 10;

get_text_response("Enter town number:");

check_text_response_match("28");
if (got_text_match() == 1) {
print_str("Your party is teleported to the Haverly Estate...");
block_entry(1);
move_to_new_town(28,26,6);
end();
}
check_text_response_match("36");
if (got_text_match() == 1) {
print_str("Your party is teleported to the Operations Center...");
block_entry(1);
move_to_new_town(36,26,6);
end();
}
break;

The key to this is the end() statement, working just like a C break statement.

regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Player input? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #5
We can use get_buffer_text(strvar). Of course, this is just to manipulate the str buffer and perhaps extend it a bit.

Why no capturable user input?

Regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Player input? in Blades of Avernum
Apprentice
Member # 3517
Profile #5
We can use get_buffer_text(strvar). Of course, this is just to manipulate the str buffer and perhaps extend it a bit.

Why no capturable user input?

Regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Journal/Notes? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #7
Alright, I'll try it again - this might be because I have been playing some ported scenarios from BoE, and the whole experience has been interesting...albeit frustrating as well :-).

Thanks for your responses.

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Journal/Notes? in Blades of Avernum
Apprentice
Member # 3517
Profile #7
Alright, I'll try it again - this might be because I have been playing some ported scenarios from BoE, and the whole experience has been interesting...albeit frustrating as well :-).

Thanks for your responses.

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Player input? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #4
Thanks K., I believe you've found the right function, and it can easily be made to return a string value etc - the problem of course is that BoA won't recognize it. I really do wish we had some user input :-(.

Thanks to all.

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Player input? in Blades of Avernum
Apprentice
Member # 3517
Profile #4
Thanks K., I believe you've found the right function, and it can easily be made to return a string value etc - the problem of course is that BoA won't recognize it. I really do wish we had some user input :-(.

Thanks to all.

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Debug Mode? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #0
Is there really a debug mode? I can't make it work using:

turn_on_debug_mode();

in the scenario script <or anywhere else>.

Thanks,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Debug Mode? in Blades of Avernum
Apprentice
Member # 3517
Profile #0
Is there really a debug mode? I can't make it work using:

turn_on_debug_mode();

in the scenario script <or anywhere else>.

Thanks,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Player input? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #0
Am I correct that there is no way to capture input from the player for subsequent use?

The get_text_response(str) just stores a string for later comparison using check_text_response(str). In other words, we can only ckeck if the response matches a predetermined string. Is that all we have available?

Thanks,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Player input? in Blades of Avernum
Apprentice
Member # 3517
Profile #0
Am I correct that there is no way to capture input from the player for subsequent use?

The get_text_response(str) just stores a string for later comparison using check_text_response(str). In other words, we can only ckeck if the response matches a predetermined string. Is that all we have available?

Thanks,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
strings and integers? concat operator? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #1
PLEASE IGNORE the above questions - all have been answered. :)
Posts: 40 | Registered: Sunday, October 5 2003 07:00
strings and integers? concat operator? in Blades of Avernum
Apprentice
Member # 3517
Profile #1
PLEASE IGNORE the above questions - all have been answered. :)
Posts: 40 | Registered: Sunday, October 5 2003 07:00
strings and integers? concat operator? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #0
Probably syntax, but it's probably easiest to give a short example of what I'm trying to do:

(note: ret,x,y variables already declared)

beginstate 41;
ret = get_text_response("Enter town number:");
x = get_text_response("Enter town number:");
y = get_text_response("Enter town number:");
if ((ret != "") && (x != "") && (y != "")) {
move_to_new_town(ret,x,y);
//should these be: >0 (integers)
}
break;

doesn't work!

For debugging purposes I've tried these
after above:

message_dialog(ret,"");
or
message_dialog(_ret_,"");

doesn't work!

Is this a strings/integers thing?
Any ideas?

Thanks,

mrb

P.S. Is there a concat operator?
Posts: 40 | Registered: Sunday, October 5 2003 07:00
strings and integers? concat operator? in Blades of Avernum
Apprentice
Member # 3517
Profile #0
Probably syntax, but it's probably easiest to give a short example of what I'm trying to do:

(note: ret,x,y variables already declared)

beginstate 41;
ret = get_text_response("Enter town number:");
x = get_text_response("Enter town number:");
y = get_text_response("Enter town number:");
if ((ret != "") && (x != "") && (y != "")) {
move_to_new_town(ret,x,y);
//should these be: >0 (integers)
}
break;

doesn't work!

For debugging purposes I've tried these
after above:

message_dialog(ret,"");
or
message_dialog(_ret_,"");

doesn't work!

Is this a strings/integers thing?
Any ideas?

Thanks,

mrb

P.S. Is there a concat operator?
Posts: 40 | Registered: Sunday, October 5 2003 07:00
complete set of terrain graphics? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #2
Yes, thanks!
I'm just not sure if that is not just a list of what is used in a particular scenario. I've been browsing the game graphics and have noticed some that don't appear in those lists, and there are also some incomplete references in the docs.

I'm also trying to relate such a list to the actual files (referred to as 'sheets') and then the position of each graphic in each file, to see if there is some numbering method that will help me create/use custom graphics more easily.

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
complete set of terrain graphics? in Blades of Avernum
Apprentice
Member # 3517
Profile #2
Yes, thanks!
I'm just not sure if that is not just a list of what is used in a particular scenario. I've been browsing the game graphics and have noticed some that don't appear in those lists, and there are also some incomplete references in the docs.

I'm also trying to relate such a list to the actual files (referred to as 'sheets') and then the position of each graphic in each file, to see if there is some numbering method that will help me create/use custom graphics more easily.

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Journal/Notes? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #4
Unless I'm mistaken, the built-in option doesn't work!

Yes, it's just for one scenario - and I do find it useful to record some conversations or events.

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Journal/Notes? in Blades of Avernum
Apprentice
Member # 3517
Profile #4
Unless I'm mistaken, the built-in option doesn't work!

Yes, it's just for one scenario - and I do find it useful to record some conversations or events.

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
badly needed: x, y coords! in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #0
Is there no way to get an exact set of x,y coords in the Editor? ie display the coords by clicking somewhere on the map!

This is especially important for getting the data to set create_horse and create_boat <one does't like water and other won't travel on land>. Off by even one step may mean disaster.

Regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
badly needed: x, y coords! in Blades of Avernum
Apprentice
Member # 3517
Profile #0
Is there no way to get an exact set of x,y coords in the Editor? ie display the coords by clicking somewhere on the map!

This is especially important for getting the data to set create_horse and create_boat <one does't like water and other won't travel on land>. Off by even one step may mean disaster.

Regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Journal/Notes? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #0
Has anyone implemented a 'Journal' or a method to save game 'Notes', like in the regular Avernum series games?

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
Journal/Notes? in Blades of Avernum
Apprentice
Member # 3517
Profile #0
Has anyone implemented a 'Journal' or a method to save game 'Notes', like in the regular Avernum series games?

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00
complete set of terrain graphics? in Blades of Avernum Editor
Apprentice
Member # 3517
Profile #0
1. I would like to have a numbered list of all the terrain graphics, and then, how can I access them in the editor? At the moment all of them don't show up!

2. When creating custom terrain graphics, must we also make a 'square' tile for the editor to display {as opposed to the graphics actually used by the game), and if so, where should they be stored and numbered?

regards,

mrb
Posts: 40 | Registered: Sunday, October 5 2003 07:00

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