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is there a way to make an item to telaport you'r party ? in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #11
First, read it over and make sure that you follow the logic of the script. The best way to learn to script is to read other people's scripts, and this thing is fully commented.

Second, change the internal state references to make sure that they are correct. That is, I have a few set_state_continue(10) calls that should be changed to set_state_continue(16), and some set_state_continue(11) calls that should be set_state_continue(17).

Third, make an item that uses this state. I recommend a wand or something similar. The two key lines are:
it_ability_1 = 207; // calls state in scenario script when used
it_ability_str_1 = 16; // calls state 16
If you have those, then it ought to work. The other properties are up to you.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
is there a way to make an item to telaport you'r party ? in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #11
First, read it over and make sure that you follow the logic of the script. The best way to learn to script is to read other people's scripts, and this thing is fully commented.

Second, change the internal state references to make sure that they are correct. That is, I have a few set_state_continue(10) calls that should be changed to set_state_continue(16), and some set_state_continue(11) calls that should be set_state_continue(17).

Third, make an item that uses this state. I recommend a wand or something similar. The two key lines are:
it_ability_1 = 207; // calls state in scenario script when used
it_ability_str_1 = 16; // calls state 16
If you have those, then it ought to work. The other properties are up to you.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
School of Magery Help in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #1
VoDT FAQ

Specifically, I recommend you check the walkthrough. If you don't want to do that, try to figure out how to progress south and downstairs until you get farther.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
New Abortion Laws in General
Off With Their Heads
Member # 4045
Profile Homepage #67
Depends on your definition of a pregnancy. I'd say that morning-afters still fall under the category of prevention.

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
New Abortion Laws in General
Off With Their Heads
Member # 4045
Profile Homepage #65
I was assuming we were talking, Alec, about already existing unwanted pregnancies. I am debating whether you were unclear on this or whether you just wanted to take a cheap shot at conservatives.

[ Thursday, March 24, 2005 23:23: Message edited by: Kelandon ]

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
New Abortion Laws in General
Off With Their Heads
Member # 4045
Profile Homepage #62
quote:
Originally written by The Creator:
And even after it is born the child can't survive by itself for several more years.
You can't live without food or water either. If you give those to an infant child (albeit special food for a newborn, perhaps), it can survive fairly decently.

A fetus, on the other hand, probably wouldn't make it.

quote:
If abortion is made illegal it doesn't force women to do anything except allow their children to live. That's all.... Furthermore, why is it someone else's fault if you hurt yourself in the process of killing another innocent human being?
I am of the opinion that it is not good policy to make a law banning something just because one disapproves of it. One should make a law banning something because that law will have a positive effect in the world. As I said before in this topic, the argument goes that it is a choice between an aborted fetus and a live woman or an aborted fetus and a dead woman.

quote:
There are plenty of alternatives to choose from if you are really interested in choice, some of which are actually financed liberally by the government.
I am aware of exactly one: adoption. If finishing the entire pregnancy would be as devastating to the woman's life as having the child and raising it (i.e., we're talking about a fourteen-year-old who really ought to be in school and a nine month break would set her back rather far in the educational world), then this is hardly an equivalent substitute.

Adoption has its problems, too, although it is a good solution in some cases. Adopted kid syndrome is certainly a problem in some cases.

I am not aware of other alternatives, but please post them if you know of them.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
¿Newbie? in General
Off With Their Heads
Member # 4045
Profile Homepage #5
Yo.

CJVonex, huh? Hard to abbreviate that into a convenient, easy-to-remember short form.

So, what brings you here? Which games have you played? Which games do you like? Are you a Blades-er (i.e. one who has played Blades of Exile or Blades of Avernum)?

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
i am bored: discuss in General
Off With Their Heads
Member # 4045
Profile Homepage #4
In before the lock. :cool:

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
is there a way to make an item to telaport you'r party ? in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #9
Totally untested, but this is my interpretation of doing what you want to do. This would go in your scenario script (apologies if it has errors, but I haven't bothered to do more than the most basic of checks):

// Teleportation Item v1.0.0
// by Kelandon (tomwatts@berkeley.edu)
// This script takes several variables. If you are running short, at least
// three can be eliminated with some reworking of the code. As written, they
// should be declared as follows in the header of your scenario script:
short direction,what_num,choice,dest_x,dest_y,i;

// This script also assumes that you are using states 10 and 11 in your
// scenario script for the item. If you aren't, go down to the line that
// says "********* LINE TO CHANGE" and replace "10" or "11" with the states
// that you are actually using.

beginstate 10;
// If the party is not in town, end everything and explain.
if (is_town() == 0) {
print_str("You must be in town mode for this item to work.");
end();
}

// Inform the player what is happening.
message_dialog("You must now enter what direction you would like to move. The choices are: north, south, east, and west. For example, if you would like to move north, enter _north_ in the following pop-up window.","");

// Zero the variable.
direction = 0;

// Get the direction.
get_text_response("What direction?");
check_text_response_match("north");
if (got_text_match())
direction = 1;
check_text_response_match("south");
if (got_text_match())
direction = 2;
check_text_response_match("east");
if (got_text_match())
direction = 3;
check_text_response_match("west");
if (got_text_match())
direction = 4;

// If the variable is still zero, getting the direction failed. Ask if they
// want to try again.
if (direction == 0) {
reset_dialog();
add_dialog_str(0,"That wasn't a cardinal direction in all lower-case letter. Remember, if you want to go north, enter _north_ without any upper-case. Would you like to try again?",0);
add_dialog_choice(0,"No, cancel this.");
add_dialog_choice(1,"Yes, try again.");
if (run_dialog(1) == 1) // If they want to cancel, end.
end();
// Otherwise, start over.
set_state_continue(10); // ********* LINE TO CHANGE
}

// Otherwise, everything worked out. Move to the next state, which finds out
// how many spaces.

set_state_continue(11); // ********* LINE TO CHANGE

break;

beginstate 11;
// Continuing the flow from state 10. We know what direction. Now we need to
// find out how far, and move the party that far.

message_dialog("Now you need to enter how many spaces. Enter a numeral from one to ten. For example, if you want to move five spaces, enter _5_.","");

// Zero the variable.
what_num = 0;

get_text_response("How many?");
check_text_response_match("1");
if (got_text_match())
what_num = 1;
check_text_response_match("2");
if (got_text_match())
what_num = 2;
check_text_response_match("3");
if (got_text_match())
what_num = 3;
check_text_response_match("4");
if (got_text_match())
what_num = 4;
check_text_response_match("5");
if (got_text_match())
what_num = 5;
check_text_response_match("6");
if (got_text_match())
what_num = 6;
check_text_response_match("7");
if (got_text_match())
what_num = 7;
check_text_response_match("8");
if (got_text_match())
what_num = 8;
check_text_response_match("9");
if (got_text_match())
what_num = 9;
check_text_response_match("10");
if (got_text_match())
what_num = 10;

// Check to make sure this is a valid place. First find the lead character's
// number, which may not be zero, since the player could have a blank space
// his lineup (first character died, perhaps).
i = 0;
while (char_ok(i) == 0)
{i = i + 1; }

// Now figure out the destination and save it. X-coordinate first, then y.
if ((direction == 1) || (direction == 2))
// Moving north or south, so x-coordinate doesn't change.
dest_x = char_loc_x(i);
if (direction == 3)
// Moving east, so x-coordinate will increase.
dest_x = char_loc_x(i) + what_num;
if (direction == 4)
// Moving west, so x-coordinate will decrease.
dest_x = char_loc_x(i) - what_num;
// Now y-coordinate.
if (direction == 1)
// Moving north, so y-coordinate will decrease.
dest_y = char_loc_y(i) - what_num;
if (direction == 2)
// Moving south, so y-coordinate will increase.
dest_y = char_loc_y(i) + what_num;
if ((direction == 3) || (direction == 4))
// Moving east or west, so y-coordinate doesn't change.
dest_y = char_loc_y(i);

// Now check to see if the destination is inside the town's limits. If not,
// set what_num to 500 to indicate the error.
if (current_town_size() == 0) // large town, so 64 x 64
if ((dest_x > 63) || (dest_y > 63))
what_num = 500;
if (current_town_size() == 1) // medium town, so 48 x 48
if ((dest_x > 47) || (dest_y > 47))
what_num = 500;
if (current_town_size() == 2) // small town, so 32 x 32
if ((dest_x > 31) || (dest_y > 31))
what_num = 500;

// Now, if what_num is still zero, then getting the number of spaces has
// failed. If what_num is 500, the space was outside the proper town area.
// Ask if they want to try again.
if ((what_num == 0) || (what_num == 500)) {
reset_dialog();
if (what_num == 0)
add_dialog_str(0,"That wasn't a numeral between 1 and 10 inclusive. Remember, if you want to go three spaces, enter _3_. Would you like to try again?",0);
if (what_num == 500)
add_dialog_str(0,"That space is outside the town area, which is not allowed. Would you like to try again?",0);
add_dialog_choice(0,"No, cancel this.");
add_dialog_choice(1,"Yes, try again.");
add_dialog_choice(2,"Let me start over.");
choice = run_dialog(1);
if (choice == 1) // If they want to cancel, end.
end();
// If they want to try again, start this state over.
if (choice == 2)
set_state_continue(11); // ********* LINE TO CHANGE
// If they want to try again, start this state over.
if (choice == 3)
set_state_continue(10); // ********* LINE TO CHANGE
}

// If they've made it this far, they have a destination, and everything
// checks out, so actually move them there. This is a bit shaky; the best
// way that I could think of was just to march the party there, not
// refreshing the screen, so that it happens instantly and brings the other
// characters along, but this could lead to strange things, like trailing
// characters standing on the other side of a wall or something.
while (char_loc_x(i) != dest_x) {
if (char_loc_x(i) < dest_x)
march_party(char_loc_x(i) + 1,char_loc_y(i));
if (char_loc_x(i) > dest_x)
march_party(char_loc_x(i) - 1,char_loc_y(i));
}
while (char_loc_y(i) != dest_y) {
if (char_loc_y(i) < dest_y)
march_party(char_loc_x(i),char_loc_y(i) + 1);
if (char_loc_y(i) > dest_y)
march_party(char_loc_x(i),char_loc_y(i) - 1);
}
run_animation_sound(10); // Play teleport sound when they move there
break;


--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
is there a way to make an item to telaport you'r party ? in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #9
Totally untested, but this is my interpretation of doing what you want to do. This would go in your scenario script (apologies if it has errors, but I haven't bothered to do more than the most basic of checks):

// Teleportation Item v1.0.0
// by Kelandon (tomwatts@berkeley.edu)
// This script takes several variables. If you are running short, at least
// three can be eliminated with some reworking of the code. As written, they
// should be declared as follows in the header of your scenario script:
short direction,what_num,choice,dest_x,dest_y,i;

// This script also assumes that you are using states 10 and 11 in your
// scenario script for the item. If you aren't, go down to the line that
// says "********* LINE TO CHANGE" and replace "10" or "11" with the states
// that you are actually using.

beginstate 10;
// If the party is not in town, end everything and explain.
if (is_town() == 0) {
print_str("You must be in town mode for this item to work.");
end();
}

// Inform the player what is happening.
message_dialog("You must now enter what direction you would like to move. The choices are: north, south, east, and west. For example, if you would like to move north, enter _north_ in the following pop-up window.","");

// Zero the variable.
direction = 0;

// Get the direction.
get_text_response("What direction?");
check_text_response_match("north");
if (got_text_match())
direction = 1;
check_text_response_match("south");
if (got_text_match())
direction = 2;
check_text_response_match("east");
if (got_text_match())
direction = 3;
check_text_response_match("west");
if (got_text_match())
direction = 4;

// If the variable is still zero, getting the direction failed. Ask if they
// want to try again.
if (direction == 0) {
reset_dialog();
add_dialog_str(0,"That wasn't a cardinal direction in all lower-case letter. Remember, if you want to go north, enter _north_ without any upper-case. Would you like to try again?",0);
add_dialog_choice(0,"No, cancel this.");
add_dialog_choice(1,"Yes, try again.");
if (run_dialog(1) == 1) // If they want to cancel, end.
end();
// Otherwise, start over.
set_state_continue(10); // ********* LINE TO CHANGE
}

// Otherwise, everything worked out. Move to the next state, which finds out
// how many spaces.

set_state_continue(11); // ********* LINE TO CHANGE

break;

beginstate 11;
// Continuing the flow from state 10. We know what direction. Now we need to
// find out how far, and move the party that far.

message_dialog("Now you need to enter how many spaces. Enter a numeral from one to ten. For example, if you want to move five spaces, enter _5_.","");

// Zero the variable.
what_num = 0;

get_text_response("How many?");
check_text_response_match("1");
if (got_text_match())
what_num = 1;
check_text_response_match("2");
if (got_text_match())
what_num = 2;
check_text_response_match("3");
if (got_text_match())
what_num = 3;
check_text_response_match("4");
if (got_text_match())
what_num = 4;
check_text_response_match("5");
if (got_text_match())
what_num = 5;
check_text_response_match("6");
if (got_text_match())
what_num = 6;
check_text_response_match("7");
if (got_text_match())
what_num = 7;
check_text_response_match("8");
if (got_text_match())
what_num = 8;
check_text_response_match("9");
if (got_text_match())
what_num = 9;
check_text_response_match("10");
if (got_text_match())
what_num = 10;

// Check to make sure this is a valid place. First find the lead character's
// number, which may not be zero, since the player could have a blank space
// his lineup (first character died, perhaps).
i = 0;
while (char_ok(i) == 0)
{i = i + 1; }

// Now figure out the destination and save it. X-coordinate first, then y.
if ((direction == 1) || (direction == 2))
// Moving north or south, so x-coordinate doesn't change.
dest_x = char_loc_x(i);
if (direction == 3)
// Moving east, so x-coordinate will increase.
dest_x = char_loc_x(i) + what_num;
if (direction == 4)
// Moving west, so x-coordinate will decrease.
dest_x = char_loc_x(i) - what_num;
// Now y-coordinate.
if (direction == 1)
// Moving north, so y-coordinate will decrease.
dest_y = char_loc_y(i) - what_num;
if (direction == 2)
// Moving south, so y-coordinate will increase.
dest_y = char_loc_y(i) + what_num;
if ((direction == 3) || (direction == 4))
// Moving east or west, so y-coordinate doesn't change.
dest_y = char_loc_y(i);

// Now check to see if the destination is inside the town's limits. If not,
// set what_num to 500 to indicate the error.
if (current_town_size() == 0) // large town, so 64 x 64
if ((dest_x > 63) || (dest_y > 63))
what_num = 500;
if (current_town_size() == 1) // medium town, so 48 x 48
if ((dest_x > 47) || (dest_y > 47))
what_num = 500;
if (current_town_size() == 2) // small town, so 32 x 32
if ((dest_x > 31) || (dest_y > 31))
what_num = 500;

// Now, if what_num is still zero, then getting the number of spaces has
// failed. If what_num is 500, the space was outside the proper town area.
// Ask if they want to try again.
if ((what_num == 0) || (what_num == 500)) {
reset_dialog();
if (what_num == 0)
add_dialog_str(0,"That wasn't a numeral between 1 and 10 inclusive. Remember, if you want to go three spaces, enter _3_. Would you like to try again?",0);
if (what_num == 500)
add_dialog_str(0,"That space is outside the town area, which is not allowed. Would you like to try again?",0);
add_dialog_choice(0,"No, cancel this.");
add_dialog_choice(1,"Yes, try again.");
add_dialog_choice(2,"Let me start over.");
choice = run_dialog(1);
if (choice == 1) // If they want to cancel, end.
end();
// If they want to try again, start this state over.
if (choice == 2)
set_state_continue(11); // ********* LINE TO CHANGE
// If they want to try again, start this state over.
if (choice == 3)
set_state_continue(10); // ********* LINE TO CHANGE
}

// If they've made it this far, they have a destination, and everything
// checks out, so actually move them there. This is a bit shaky; the best
// way that I could think of was just to march the party there, not
// refreshing the screen, so that it happens instantly and brings the other
// characters along, but this could lead to strange things, like trailing
// characters standing on the other side of a wall or something.
while (char_loc_x(i) != dest_x) {
if (char_loc_x(i) < dest_x)
march_party(char_loc_x(i) + 1,char_loc_y(i));
if (char_loc_x(i) > dest_x)
march_party(char_loc_x(i) - 1,char_loc_y(i));
}
while (char_loc_y(i) != dest_y) {
if (char_loc_y(i) < dest_y)
march_party(char_loc_x(i),char_loc_y(i) + 1);
if (char_loc_y(i) > dest_y)
march_party(char_loc_x(i),char_loc_y(i) - 1);
}
run_animation_sound(10); // Play teleport sound when they move there
break;


--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Pet peeve in General
Off With Their Heads
Member # 4045
Profile Homepage #13
I draw the line at consonant-stem Greek nouns, like "rhinoceros" and "octopus." Unless you actually pronounce "rhinoceros" with a hard C, there's no point in pretending that you're speaking Greek. It's "rhinoceroses" every time.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Pet peeve in General
Off With Their Heads
Member # 4045
Profile Homepage #1
Standard English plurals are always acceptable. "Fora" is also correct, but it's not necessary.

[ Thursday, March 24, 2005 08:57: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
is there a way to make an item to telaport you'r party ? in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #5
Remember that punctuation?

You want an item with a special ability that calls a state in the scenario script. First, you probably want to use is_town to make sure the party is in town mode. If not, use an end call to stop everything and pop up a message -- maybe using print_str or message_dialog. Then pop up a dialog that explains the four text responses: north, south, east, and west. Then ask for a text input, and check for each of those four responses. Then pop up a box that asks "How far?" and takes a numeric input of up to ten. Use current_town_size and char_loc_x and char_loc_y to make sure that the location is a permissible one. If not, end everything again, perhaps with an error message. And finally, use the relocate_character call to move the party.

Heck, I could make this for you if you really needed, but it'd probably be good scripting practice for you to make it yourself.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
is there a way to make an item to telaport you'r party ? in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #5
Remember that punctuation?

You want an item with a special ability that calls a state in the scenario script. First, you probably want to use is_town to make sure the party is in town mode. If not, use an end call to stop everything and pop up a message -- maybe using print_str or message_dialog. Then pop up a dialog that explains the four text responses: north, south, east, and west. Then ask for a text input, and check for each of those four responses. Then pop up a box that asks "How far?" and takes a numeric input of up to ten. Use current_town_size and char_loc_x and char_loc_y to make sure that the location is a permissible one. If not, end everything again, perhaps with an error message. And finally, use the relocate_character call to move the party.

Heck, I could make this for you if you really needed, but it'd probably be good scripting practice for you to make it yourself.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Cooking an idea, to help beta testing. in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #3
Given that e-mail has worked for eight years, I don't see a pressing need to change now, but I'm curious: where exactly would this happen? Spiderweb is certainly not going to do this.

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Fashion in General
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Most days I wear a white T-shirt, black jeans, and a black leather jacket, with black boot-like shoes, a silver watch, and a silver ring. Sometimes I switch it up with a black T-shirt.

[ Wednesday, March 23, 2005 22:42: Message edited by: Kelandon ]

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Geneforge 3 Futhorc Runes in Geneforge Series
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All of them. Look down and to the left of the lower-leftmost button.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
HLPM bug in Tech Support
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That's what the Character Editor is for. The HLPM is supposed to make legitimate parties.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Geneforge 3 Forum!! in Geneforge Series
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That happens. If it gets more spammy, I may end up locking it.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
A few questions in The Exile Trilogy
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Toenail: oh, nothing. It's just more monsters, and blah blah blah.

It's worth seeing. ;)

EDIT: And here I am assuming that E3's easter egg is the same as A3's, but I believe that I have heard that it was.

[ Wednesday, March 23, 2005 17:31: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
How Long Must We Endure This Interminable Wait?!? in Geneforge Series
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Okay, so, to clear up any misconceptions:

GF3 has already gone through beta. It started beta a while ago (December, I think), and Jeff discreetly sought beta testers via a form on the web site proper. I think usually he uses most of the same people for every game. The beta testers also sign a non-disclosure agreement, which means they can't say anything about the game to anyone based on their beta knowledge, so it's no good asking them about anything.

And no, I'm not a beta tester. I have moderator status because Stareye judges me reasonably trustworthy and knowledgeable about board policies and procedures. That means I know no more about GF3 than anyone else here, except what we've seen from other games.

Spiderweb always released for the Mac first and Windows second, usually 2-3 months later, and so far, the creation of new forums for a game has meant that the game is coming out within the next day or two. As far as I know, Jeff keeps to regular business days, so a release on the weekend is unlikely.

That means that it will probably come out -- eh, if Ash is right, then on Monday or Tuesday, and I may have to lock a topic or two if "OMFG WHEN WILL IT COME OUT I LUVZORZ THE GENEFORGE" posts become too common. Making a sub-forum for a new game a week in advance is unusual for SW, but certainly not unbelievable.

I've been refreshing the GF3 page constantly since yesterday, just because I want to know as soon as the thing comes out, but my waste of SW's bandwidth is probably unnecessary, because Spiderweb likes to make announcements (in the Announcements sub-forum) when they release games.

For anyone new, that's what we know. If anyone else has any other useful information that they are able to share, feel free.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
How Long Must We Endure This Interminable Wait?!? in Geneforge Series
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Profile Homepage #1
I say 7. Jeff is actually collaborating with Djur on Pygmalion, and the first scenario for it will be Drakey's RiB. Alec and both Creators are actually all the same person, and they will win the first contest for the new system.

Or possibly tomorrow. You never know.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Undead Valley Testing Version 9 in Blades of Avernum
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As Toast mentioned on the other thread, I'm pretty sure 8 was the last version.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
is there a way to make an item to telaport you'r party ? in Blades of Avernum Editor
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Taking out the line breaks would fix the sig problem.

You'll probably want to use a shortened form of Numeric Input for this.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
is there a way to make an item to telaport you'r party ? in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #2
Taking out the line breaks would fix the sig problem.

You'll probably want to use a shortened form of Numeric Input for this.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00

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