Profile for Kelandon
Field | Value |
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Displayed name | Kelandon |
Member number | 4045 |
Title | Off With Their Heads |
Postcount | 7968 |
Homepage | http://home.sanbrunocable.com/~tommywatts03/ |
Registered | Saturday, February 28 2004 08:00 |
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BOA graphics in Blades of Avernum | |
Off With Their Heads
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written Friday, August 20 2004 08:07
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Preview, ResEdit. Both free. Use Preview to open anything you've downloaded off the web in, say, GIF or JPEG format. Paste those into ResEdit to use them in new scenarios. Also use ResEdit to look at the included graphics. -------------------- 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 |
Need Serious Help with VoDT!!! in Blades of Avernum | |
Off With Their Heads
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written Thursday, August 19 2004 23:05
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The key to unlock the door with the silver keyhole (says something like, "This door is locked. There is a silver keyhole, but you have no key that fits.") is in the Provost's office, in the far southwest corner of the Student Quarters. Search the southwest bookshelf. -------------------- 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 |
Need Serious Help with VoDT!!! in Blades of Avernum | |
Off With Their Heads
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written Thursday, August 19 2004 22:32
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The easiest way to the Library (with two R's, not two B's) is down the east stairs in the Student Quarters (in the lower half of the school). Work your way through the Student Quarters to the room in the middle of the southern side (the area is called the Dining Hall). In the southeast corner, there will be two sets of stairs. Walk down the east ones. You'll be in the Library. -------------------- 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 |
Requests for BoA Scenario Format 3 in Blades of Avernum Editor | |
Off With Their Heads
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written Thursday, August 19 2004 19:39
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If we get these things, I would also like a much more solid variables system. Right now variables get messed up when reloading in the outdoors. I want variables to STAY, just like SDFs. [ Thursday, August 19, 2004 19:44: 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 |
Requests for BoA Scenario Format 3 in Blades of Avernum | |
Off With Their Heads
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written Thursday, August 19 2004 19:39
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If we get these things, I would also like a much more solid variables system. Right now variables get messed up when reloading in the outdoors. I want variables to STAY, just like SDFs. [ Thursday, August 19, 2004 19:44: 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 |
Maximum numbers of ...? in Blades of Avernum Editor | |
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written Thursday, August 19 2004 19:12
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I think the max level for NPCs is actually 100. Chapter 2.6 under "Level and Statistics" in the docs says this, and I have monsters set up as high as level 100 in the HLPM. -------------------- 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 |
Maximum numbers of ...? in Blades of Avernum | |
Off With Their Heads
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written Thursday, August 19 2004 19:12
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I think the max level for NPCs is actually 100. Chapter 2.6 under "Level and Statistics" in the docs says this, and I have monsters set up as high as level 100 in the HLPM. -------------------- 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 |
Maximum numbers of ...? in Blades of Avernum Editor | |
Off With Their Heads
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written Thursday, August 19 2004 18:21
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Max script size is something like 172k. I hit it in the HLPM's scenario script (all those darn shops). Consecutive executed snippets of code: 32000, or thereabouts. What actually counts as a snippet is not 100% clear; apparently flow controllers are one and their conditions are a second. Placed monsters per town is (obviously) 80, plus 34 summoned. This is the only maximum I've actually had trouble with. Joined NPCs is 2. More as I think of them. EDIT: String characters, 254 (256 if you include the quotes), except in text bubbles, where it's 38. Dialog box choices, 3 (obviously). Custom graphics sheets, 100 (supposedly, although I think you can just ignore this one). [ Thursday, August 19, 2004 20:51: 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 |
Maximum numbers of ...? in Blades of Avernum | |
Off With Their Heads
Member # 4045
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written Thursday, August 19 2004 18:21
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Max script size is something like 172k. I hit it in the HLPM's scenario script (all those darn shops). Consecutive executed snippets of code: 32000, or thereabouts. What actually counts as a snippet is not 100% clear; apparently flow controllers are one and their conditions are a second. Placed monsters per town is (obviously) 80, plus 34 summoned. This is the only maximum I've actually had trouble with. Joined NPCs is 2. More as I think of them. EDIT: String characters, 254 (256 if you include the quotes), except in text bubbles, where it's 38. Dialog box choices, 3 (obviously). Custom graphics sheets, 100 (supposedly, although I think you can just ignore this one). [ Thursday, August 19, 2004 20:51: 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 |
Requests for BoA Scenario Format 3 in Blades of Avernum Editor | |
Off With Their Heads
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written Thursday, August 19 2004 18:14
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Numbering system in place now. Could someone explain to me (because I don't knw any programming whatsoever outside of Avernumscript) what matrices and vectors can do that SDFs can't? My thought was that request_target would work exactly like targeting a spell or wand. It would just return the number of the target selected, which could be hostile, friendly, neutral, whatever. I wanted set_char_presence_status to look an awful lot like char_status, because char_status checks the value that set_char_presence_status would set. That's why (unless more people object) it stays as is. Besides, Jeff will come up with the final names anyway, assuming he even implements any of this. TP suggestions: 1.1, 2.1, 4.1, 4.2, 5.3, 7.9, 8.1, 8.2, 8.3, 8.4, 10.1, 11.1. -------------------- 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 |
Requests for BoA Scenario Format 3 in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Thursday, August 19 2004 18:14
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Numbering system in place now. Could someone explain to me (because I don't knw any programming whatsoever outside of Avernumscript) what matrices and vectors can do that SDFs can't? My thought was that request_target would work exactly like targeting a spell or wand. It would just return the number of the target selected, which could be hostile, friendly, neutral, whatever. I wanted set_char_presence_status to look an awful lot like char_status, because char_status checks the value that set_char_presence_status would set. That's why (unless more people object) it stays as is. Besides, Jeff will come up with the final names anyway, assuming he even implements any of this. TP suggestions: 1.1, 2.1, 4.1, 4.2, 5.3, 7.9, 8.1, 8.2, 8.3, 8.4, 10.1, 11.1. -------------------- 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 |
SPAM: Despday III! in General | |
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written Thursday, August 19 2004 14:41
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I am about to do something very inadvisable. —Kelandon, who just feels like annoying Alorael even more than he surely already is. PUT THE SNIPER RIFLE AWAY! NO! NOOOOOOOOOOOO!!! :P -------------------- 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 |
Requests for BoA Scenario Format 3 in Blades of Avernum Editor | |
Off With Their Heads
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written Thursday, August 19 2004 14:02
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Because I suspect the possibility of Jeff implementing something like that is even smaller than the possibility of him implementing our easiest suggestions. Am I off-base here? Other opinions? -------------------- 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 |
Requests for BoA Scenario Format 3 in Blades of Avernum | |
Off With Their Heads
Member # 4045
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written Thursday, August 19 2004 14:02
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Because I suspect the possibility of Jeff implementing something like that is even smaller than the possibility of him implementing our easiest suggestions. Am I off-base here? Other opinions? -------------------- 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 |
BoA Editor Suggestions in Blades of Avernum Editor | |
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written Thursday, August 19 2004 12:12
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Okay, there's a new thread for prioritizing our list. Stop by and explain which calls you think would be most useful and why. -------------------- 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 |
BoA Editor Suggestions in Blades of Avernum | |
Off With Their Heads
Member # 4045
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written Thursday, August 19 2004 12:12
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Okay, there's a new thread for prioritizing our list. Stop by and explain which calls you think would be most useful and why. -------------------- 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 |
Requests for BoA Scenario Format 3 in Blades of Avernum Editor | |
Off With Their Heads
Member # 4045
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written Thursday, August 19 2004 12:11
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Okay, so we've brainstormed a list of calls that we'd like to see added to BoA for the next scenario format, assuming that such a thing happens. The list is rather long, so it seems like we should pare it down a bit before we submit a finalized list of realistic calls to Jeff. Some basic rules for prioritizing: 1. The new calls should be simple to implement but add powerful functionality. As an example, I think the missile animation call would be great because it hardly requires programming anything new: it would be very similar to the Animation and SFX Calls already in existence, and it uses animations that BoA already has. 2. Our top priority should be to make things possible that aren't possible now. Calls to make certain things easier to implement would be fine if we expected to get all of our ideas into a new scenario format, but we won't. Anything that can already be done or simulated is a low priority. 3. Everything needs to be backwards-compatible with older scenario formats, so no one has to go back and reprogram VoDT so that it works with BoA v1.2. We can still change existing calls -- and in fact, since these don't require a new scenario format, these suggestions are the most likely to be implemented -- but the suggestions need to be like the suggestion for add_item_to_shop: they can't change the effects of any code that's already written. 4. For the most part, we are now prioritizing, not brainstorming. Keep new call suggestions to a minimum, although they are still acceptable at this point. I have preserved the old numbering system (even though, by deletions and moving, it doesn't quite make sense anymore) so that one can still follow our old discussion. We have discussed using the following terminology: Top Priority: these calls would be tremendously useful and easy to implement. If Jeff does nothing else, we hope that these get put in. Top Priority calls are marked with a TP. Would Be Nice: we'd like to see these, but they are not Top Priority. Maybe they'd be so complicated to implement that we doubt that Jeff will actually take the time to do so. Maybe they would only be useful in very specific situations, so that they're not as powerful as we would like. They'd still be useful, but we're not pushing them nearly as much. Would Be Nice calls are marked with a WBN. Not Likely: we have serious doubts that these will make the cut for the new version. We may not even send these in to Jeff once we're done prioritizing. Not Likely calls are marked with an NL. THE LIST OF CALLS Advanced Dialog Box Calls **** OUR #1 TOP PRIORITY **** 1.1 void add_dialog_pic(short which_pic) - Puts a dialog picture in the upper-left corner of the dialog. Animation and SFX Functions TP* 2.1 void put_missile_animation(short source_x,short source_y,short dest_x,short dest_y,short which_sfx) - Missile animations. 2.2 SFX calls to work in the outdoors (or at least the ones that put an SFX on a space -- putting them on characters could be somewhat odd). Terrain Script and Creature Calls TP* 3.1 short get_creature_memory_cell(short which_char,short which_cell) - Returns the value of memory cell which_cell of creature which_char. TP* 3.2 short get_terrain_memory_cell(short which_script,short which_cell) - Returns the value of memory cell which_cell of terrain script which_script. 3.3 cast_spell(mage_or_priest, which_spell, spell_level, is_forced) - For creature AI scripts only. Causes the creature to cast spell which_spell at spell_level depending on mage_or_priest regardless of mage or priest spell ability. If is_forced is 0, the spell is only cast if the creature has enough spell points, otherwise the spell is always cast. 3.4 void revive(short pcent_or_amt, short amount) - where if pcent_or_amt is 0, then amount determines the percent of HP the character is revived at, and if pcent_or_amt is 1, then amount determines the number of hit points the character is revived at. It would be used in a creature's death_state. I want this so that creatures can be killed but still not-totally-die. (This would simulate Lifesaver amulets on monsters.) Shop Calls (a new category) 4.1 short shop_item_quantity(short which_shop,short which_item) - Returns the quantity of which_item still left in the shop that can be bought with enough gold, 0 if the item is not there. TP* 4.2 void add_item_to_shop() - Allow negative values for modifying shops. 4.5 void shop_selling_options(short which_shop,short selective_sell_category,short cant_sell_this_category,short can_resell) - Changes whether or not a shop will purchase certain kinds of goods, like in Exile. selective_sell_category is the variety of the item that is affected. The varieties are exactly the same as they are in the custom item scripts (like 1-handed,pants,ring,etc...). If cant_sell_this_category is 0, a shop may purchase items of the defined variety from the player. If 1, not. If can_resell is 0, the shop won't list the bought item back on its inventory for sale. This means that a shop can buy an item, but not resell it. All of the varieties default to being sellable by the player when possible, and can be resold by the merchant. The Passage of Time Calls 5.1 void calculate_ticks_forward(short num_ticks) - Makes the game calculate num_ticks forward, and of course will act upon these calculations. 5.2 void set_day(which_day) - Changes the day to which_day. TP* 5.3 void set_year(which_year) - Changes the year of the scenario to year which_year. 5.5 void set_daylight(short how_much_light - I assume that the engine has 'levels' of daylight as the day progresses to determine how much to darken terrain and such. This call sets the amount of daylight to how_much_light. 5.6 short get_daylight() - Returns the current level or amount of daylight. 5.7 void stop_daylight_progress(short stop) - Starts or stops the progression of daylight throughout the scenario. If stop is 1, then the daylight will stay the exact same as it is when this call is used. Daylight will change if stop is 0. Advanced Item Management Calls 6.1 void identify_item(int item_type) - Identifies all items of item_type currently in the party's possession. 6.2 void identify_item_with_class(int item_special_class) - Identifies all items with item_special_class in the party's possession. 6.3 void identify_item(short which_char_or_group,short which_slot) - Identifies the item on which_slot of which_char. which_slot of -1 implies all items on that specific character or group becomes identified. Should probably only be used on party members. 6.4 short item_loc_x(short which_item) - Returns the x of the location of item which_item. which_item refers to the items ID in the scenario editor. If the item has either been picked up or non-existent, call returns -1. 6.5 short item_loc_y(short which_item) - Returns the y of the location of item which_item. which_item refers to the items ID in the scenario editor. If the item has either been picked up or non-existent, call returns -1. 6.6 short item_on_spot(short loc_x,short loc_y,short which_item) - Returns 1 if there is an item of type which_item on location {loc_x,loc_y}. 6.7 short take_item_on_spot(short loc_x,short loc_y,short which_item) - Returns 1 if there is an item of type which_item on town space {loc_x,loc_y}, 0 otherwise. If there was an item of that type on the spot, destroys one of it (or, if item has charges, takes 1 charge). If which_item is -1, destroys all items on the spot and returns 1 if an item is destroyed. Basic Character Calls 7.1 void set_char_presence_status(short which_char,short which_status) - Sets the status checked in char_status (whether the character is dead, not present, etc), as opposed to the status checked in get_char_status (whether the character is blessed, hasted, etc) which is already settable. 7.2 short char_weight(short which_char) - Returns the weight of the character which_char. TP* 7.3 get_immunity(short which_char, short immunity_type) - Returns a value from 0 to 100 depending on the assigned immunity value. TP* 7.4 set_immunity(short which_char, short immunity_type, value) - Sets a value from 0 to 100 to the immunity_type. TP* 7.9 void deduct_ap_from(short which_char, short how_much) - Counterpart to deduct_ap(), but you can affect other character's ap. Probably more useful in terrain scripts and custom abilities. The affected character's ap is reduced by how_much, which can be negative to add ap. Town Calls TP* 8.1 void change_lighting(which_type) - Allows us to make the dungeon totally dark, fully lit, etc. TP* 8.2 void add_light(what_amount) - Gives ability to change the light level (as from torches or Light spells). Can be negative. TP* 8.3 short get_light(), returns the current light level (number of turns of light the party has left). TP* 8.4 void set_up_lights() - Has the game refresh the lighting of a dungeon. 8.5 void put_party_outdoors(short what_section_x,short what_section_y,short loc_in_sector_x, short loc_in_sector_y) - Puts the party outdoors. It can only be used in a town script. Grouping Calls 9.1 short group_member(short which_group,short which_member) - Returns the creature number that is in the which_member slot of which_group. So if which_member was 1 and which_group was 2, the call would return the first creature in group 2. Basic Script and IO Calls 10.1 short request_target(short is_forced,short causes_hostility) - Returns the number of a visible creature of the player's choice (like targeting a spell or a wand). If is_forced is 1, then the party must make a choice if there are any creatures in sight. Otherwise, they are allowed to cancel out of it. If a choice is not made for either reason, returns -1. If causes_hostility is 1, then the player will warned about targeting friendly creatures, and if they do, the town becomes hostile. Otherwise, it's just fine to target friendly or hostile creatures. Cannot be used outdoors. 10.2 run_imported_state(file_name, state_number) run_imported_state_continue(file_name, state_number) - Runs state state_number out of file file_name. The former call ends the current call whereas the latter finishes the given call. See set_state() and set_state_continue. 10.3 short request_crime() - calls the special, center-screen dialog, and would return a 1 if the character goes through with the action. This would fix a problem described here. Terrain Checking and Modification TP* 11.1 short space_blocked(short loc x, short loc y) - Returns 1 if the space is blocked and 0 otherwise. This does check if the floor or terrain type is blocked (fl_blocked = 1 or te_full_move_block = 1), as well as if the floor was made blocked in the editor. Data storage and Manipulation (a new category) TP* 12.1 vector v1(n) - Placed in the variables section. Creates a vector array of size (1xn). 12.2 matrix m1(m,n) - Placed in the variables section. Creates a matrix array of size (mxn) to store data. If full matrices are too much, vectors would be fine. TP* 12.3 v1(i) - Returns the ith component of vector v1. 12.4 m1(i,j) - Returns the i,jth component of matrix m1. Location and Distance Calls 13.1 short check_path_between_locs(short loc_x1, short loc_y1, short loc_x2, short loc_y2) - Has the pathing engine calculate whether or not a character at location {loc_x1,loc_y1} could reach location {loc_x2,loc_y2}. Returns 1 if a path is found, 0 if there is definitely no path, -1 if there was no path found because the pathing engine stopped before exhausting all possible nodes. 14.1 short waypoint_x(short which_wayp) - Returns the x coordinate of waypoint which_wayp. 14.2 short waypoint_y(short which_wayp) - Returns the y coordinate of waypoint which_wayp. Improved Spellcasting Calls (related to Terrain Script and Creature Calls) 15.1 cr_spell_lib(file_name) import_spell_lib(file_name) - Placed either in scenario data script for the former and in the INIT_STATE of creature script for the latter. Gives a range or library of acceptable spells to be cast which is stored in a text file like a script. If call is not given, defaults to some default spell library. Use of this call in a creature script clears the current creature's spell library. 15.2 add_spell_to_lib(mage_or_priest, which_spell, spell_level, spell_frequency) - Adds spell (mage spell for mage_or_priest = 0, priest spell for mage_or_priest = 1) which_spell at spell level spell_level to the library text file. Monster casts the spell seldomly for spell_frequency = 0, uncommonly for spell_frequency = 1, and commomly otherwise. Additional Non-Call Requests 16.1 The ability to customize outdoor wall sheets- type, height, etc (everything that one can do with town wall sheets). 16.2 Joined NPCs to use creature scripts. Right now they appear to follow a completely default AI. 16.3 Custom scenario icons. 16.4 Variables to STAY after reloading. Right now reloading in the outdoors (among other things) appears to screw them up. We'd also like fixes to the bugs described here, as well as the others that have been sent in already. [ Sunday, September 19, 2004 08:55: 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 |
Requests for BoA Scenario Format 3 in Blades of Avernum | |
Off With Their Heads
Member # 4045
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written Thursday, August 19 2004 12:11
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Okay, so we've brainstormed a list of calls that we'd like to see added to BoA for the next scenario format, assuming that such a thing happens. The list is rather long, so it seems like we should pare it down a bit before we submit a finalized list of realistic calls to Jeff. Some basic rules for prioritizing: 1. The new calls should be simple to implement but add powerful functionality. As an example, I think the missile animation call would be great because it hardly requires programming anything new: it would be very similar to the Animation and SFX Calls already in existence, and it uses animations that BoA already has. 2. Our top priority should be to make things possible that aren't possible now. Calls to make certain things easier to implement would be fine if we expected to get all of our ideas into a new scenario format, but we won't. Anything that can already be done or simulated is a low priority. 3. Everything needs to be backwards-compatible with older scenario formats, so no one has to go back and reprogram VoDT so that it works with BoA v1.2. We can still change existing calls -- and in fact, since these don't require a new scenario format, these suggestions are the most likely to be implemented -- but the suggestions need to be like the suggestion for add_item_to_shop: they can't change the effects of any code that's already written. 4. For the most part, we are now prioritizing, not brainstorming. Keep new call suggestions to a minimum, although they are still acceptable at this point. I have preserved the old numbering system (even though, by deletions and moving, it doesn't quite make sense anymore) so that one can still follow our old discussion. We have discussed using the following terminology: Top Priority: these calls would be tremendously useful and easy to implement. If Jeff does nothing else, we hope that these get put in. Top Priority calls are marked with a TP. Would Be Nice: we'd like to see these, but they are not Top Priority. Maybe they'd be so complicated to implement that we doubt that Jeff will actually take the time to do so. Maybe they would only be useful in very specific situations, so that they're not as powerful as we would like. They'd still be useful, but we're not pushing them nearly as much. Would Be Nice calls are marked with a WBN. Not Likely: we have serious doubts that these will make the cut for the new version. We may not even send these in to Jeff once we're done prioritizing. Not Likely calls are marked with an NL. THE LIST OF CALLS Advanced Dialog Box Calls **** OUR #1 TOP PRIORITY **** 1.1 void add_dialog_pic(short which_pic) - Puts a dialog picture in the upper-left corner of the dialog. Animation and SFX Functions TP* 2.1 void put_missile_animation(short source_x,short source_y,short dest_x,short dest_y,short which_sfx) - Missile animations. 2.2 SFX calls to work in the outdoors (or at least the ones that put an SFX on a space -- putting them on characters could be somewhat odd). Terrain Script and Creature Calls TP* 3.1 short get_creature_memory_cell(short which_char,short which_cell) - Returns the value of memory cell which_cell of creature which_char. TP* 3.2 short get_terrain_memory_cell(short which_script,short which_cell) - Returns the value of memory cell which_cell of terrain script which_script. 3.3 cast_spell(mage_or_priest, which_spell, spell_level, is_forced) - For creature AI scripts only. Causes the creature to cast spell which_spell at spell_level depending on mage_or_priest regardless of mage or priest spell ability. If is_forced is 0, the spell is only cast if the creature has enough spell points, otherwise the spell is always cast. 3.4 void revive(short pcent_or_amt, short amount) - where if pcent_or_amt is 0, then amount determines the percent of HP the character is revived at, and if pcent_or_amt is 1, then amount determines the number of hit points the character is revived at. It would be used in a creature's death_state. I want this so that creatures can be killed but still not-totally-die. (This would simulate Lifesaver amulets on monsters.) Shop Calls (a new category) 4.1 short shop_item_quantity(short which_shop,short which_item) - Returns the quantity of which_item still left in the shop that can be bought with enough gold, 0 if the item is not there. TP* 4.2 void add_item_to_shop() - Allow negative values for modifying shops. 4.5 void shop_selling_options(short which_shop,short selective_sell_category,short cant_sell_this_category,short can_resell) - Changes whether or not a shop will purchase certain kinds of goods, like in Exile. selective_sell_category is the variety of the item that is affected. The varieties are exactly the same as they are in the custom item scripts (like 1-handed,pants,ring,etc...). If cant_sell_this_category is 0, a shop may purchase items of the defined variety from the player. If 1, not. If can_resell is 0, the shop won't list the bought item back on its inventory for sale. This means that a shop can buy an item, but not resell it. All of the varieties default to being sellable by the player when possible, and can be resold by the merchant. The Passage of Time Calls 5.1 void calculate_ticks_forward(short num_ticks) - Makes the game calculate num_ticks forward, and of course will act upon these calculations. 5.2 void set_day(which_day) - Changes the day to which_day. TP* 5.3 void set_year(which_year) - Changes the year of the scenario to year which_year. 5.5 void set_daylight(short how_much_light - I assume that the engine has 'levels' of daylight as the day progresses to determine how much to darken terrain and such. This call sets the amount of daylight to how_much_light. 5.6 short get_daylight() - Returns the current level or amount of daylight. 5.7 void stop_daylight_progress(short stop) - Starts or stops the progression of daylight throughout the scenario. If stop is 1, then the daylight will stay the exact same as it is when this call is used. Daylight will change if stop is 0. Advanced Item Management Calls 6.1 void identify_item(int item_type) - Identifies all items of item_type currently in the party's possession. 6.2 void identify_item_with_class(int item_special_class) - Identifies all items with item_special_class in the party's possession. 6.3 void identify_item(short which_char_or_group,short which_slot) - Identifies the item on which_slot of which_char. which_slot of -1 implies all items on that specific character or group becomes identified. Should probably only be used on party members. 6.4 short item_loc_x(short which_item) - Returns the x of the location of item which_item. which_item refers to the items ID in the scenario editor. If the item has either been picked up or non-existent, call returns -1. 6.5 short item_loc_y(short which_item) - Returns the y of the location of item which_item. which_item refers to the items ID in the scenario editor. If the item has either been picked up or non-existent, call returns -1. 6.6 short item_on_spot(short loc_x,short loc_y,short which_item) - Returns 1 if there is an item of type which_item on location {loc_x,loc_y}. 6.7 short take_item_on_spot(short loc_x,short loc_y,short which_item) - Returns 1 if there is an item of type which_item on town space {loc_x,loc_y}, 0 otherwise. If there was an item of that type on the spot, destroys one of it (or, if item has charges, takes 1 charge). If which_item is -1, destroys all items on the spot and returns 1 if an item is destroyed. Basic Character Calls 7.1 void set_char_presence_status(short which_char,short which_status) - Sets the status checked in char_status (whether the character is dead, not present, etc), as opposed to the status checked in get_char_status (whether the character is blessed, hasted, etc) which is already settable. 7.2 short char_weight(short which_char) - Returns the weight of the character which_char. TP* 7.3 get_immunity(short which_char, short immunity_type) - Returns a value from 0 to 100 depending on the assigned immunity value. TP* 7.4 set_immunity(short which_char, short immunity_type, value) - Sets a value from 0 to 100 to the immunity_type. TP* 7.9 void deduct_ap_from(short which_char, short how_much) - Counterpart to deduct_ap(), but you can affect other character's ap. Probably more useful in terrain scripts and custom abilities. The affected character's ap is reduced by how_much, which can be negative to add ap. Town Calls TP* 8.1 void change_lighting(which_type) - Allows us to make the dungeon totally dark, fully lit, etc. TP* 8.2 void add_light(what_amount) - Gives ability to change the light level (as from torches or Light spells). Can be negative. TP* 8.3 short get_light(), returns the current light level (number of turns of light the party has left). TP* 8.4 void set_up_lights() - Has the game refresh the lighting of a dungeon. 8.5 void put_party_outdoors(short what_section_x,short what_section_y,short loc_in_sector_x, short loc_in_sector_y) - Puts the party outdoors. It can only be used in a town script. Grouping Calls 9.1 short group_member(short which_group,short which_member) - Returns the creature number that is in the which_member slot of which_group. So if which_member was 1 and which_group was 2, the call would return the first creature in group 2. Basic Script and IO Calls 10.1 short request_target(short is_forced,short causes_hostility) - Returns the number of a visible creature of the player's choice (like targeting a spell or a wand). If is_forced is 1, then the party must make a choice if there are any creatures in sight. Otherwise, they are allowed to cancel out of it. If a choice is not made for either reason, returns -1. If causes_hostility is 1, then the player will warned about targeting friendly creatures, and if they do, the town becomes hostile. Otherwise, it's just fine to target friendly or hostile creatures. Cannot be used outdoors. 10.2 run_imported_state(file_name, state_number) run_imported_state_continue(file_name, state_number) - Runs state state_number out of file file_name. The former call ends the current call whereas the latter finishes the given call. See set_state() and set_state_continue. 10.3 short request_crime() - calls the special, center-screen dialog, and would return a 1 if the character goes through with the action. This would fix a problem described here. Terrain Checking and Modification TP* 11.1 short space_blocked(short loc x, short loc y) - Returns 1 if the space is blocked and 0 otherwise. This does check if the floor or terrain type is blocked (fl_blocked = 1 or te_full_move_block = 1), as well as if the floor was made blocked in the editor. Data storage and Manipulation (a new category) TP* 12.1 vector v1(n) - Placed in the variables section. Creates a vector array of size (1xn). 12.2 matrix m1(m,n) - Placed in the variables section. Creates a matrix array of size (mxn) to store data. If full matrices are too much, vectors would be fine. TP* 12.3 v1(i) - Returns the ith component of vector v1. 12.4 m1(i,j) - Returns the i,jth component of matrix m1. Location and Distance Calls 13.1 short check_path_between_locs(short loc_x1, short loc_y1, short loc_x2, short loc_y2) - Has the pathing engine calculate whether or not a character at location {loc_x1,loc_y1} could reach location {loc_x2,loc_y2}. Returns 1 if a path is found, 0 if there is definitely no path, -1 if there was no path found because the pathing engine stopped before exhausting all possible nodes. 14.1 short waypoint_x(short which_wayp) - Returns the x coordinate of waypoint which_wayp. 14.2 short waypoint_y(short which_wayp) - Returns the y coordinate of waypoint which_wayp. Improved Spellcasting Calls (related to Terrain Script and Creature Calls) 15.1 cr_spell_lib(file_name) import_spell_lib(file_name) - Placed either in scenario data script for the former and in the INIT_STATE of creature script for the latter. Gives a range or library of acceptable spells to be cast which is stored in a text file like a script. If call is not given, defaults to some default spell library. Use of this call in a creature script clears the current creature's spell library. 15.2 add_spell_to_lib(mage_or_priest, which_spell, spell_level, spell_frequency) - Adds spell (mage spell for mage_or_priest = 0, priest spell for mage_or_priest = 1) which_spell at spell level spell_level to the library text file. Monster casts the spell seldomly for spell_frequency = 0, uncommonly for spell_frequency = 1, and commomly otherwise. Additional Non-Call Requests 16.1 The ability to customize outdoor wall sheets- type, height, etc (everything that one can do with town wall sheets). 16.2 Joined NPCs to use creature scripts. Right now they appear to follow a completely default AI. 16.3 Custom scenario icons. 16.4 Variables to STAY after reloading. Right now reloading in the outdoors (among other things) appears to screw them up. We'd also like fixes to the bugs described here, as well as the others that have been sent in already. [ Sunday, September 19, 2004 08:55: 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 |
BoA Editor Suggestions in Blades of Avernum Editor | |
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written Thursday, August 19 2004 10:49
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Um, why the hell do you need spell libraries? You can do this already with change_spell_level, as you pointed out. I've been maintaining the organized list here. Since it's so long at this point, we probably ought to prioritize and pick out the best ones once we're done brainstorming. That could very well be another thread. -------------------- 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 |
BoA Editor Suggestions in Blades of Avernum | |
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Um, why the hell do you need spell libraries? You can do this already with change_spell_level, as you pointed out. I've been maintaining the organized list here. Since it's so long at this point, we probably ought to prioritize and pick out the best ones once we're done brainstorming. That could very well be another thread. -------------------- 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 |
Simulacrum!.. what monsters are on your list? in The Avernum Trilogy | |
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written Thursday, August 19 2004 10:27
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In the Trilogy, I pretty much never used these spells, although they are indispensable in Blades. I think I had a Dervish, a Wizard, and possibly a Gazer or Mung Demon at some point or another. I never found them to be worthwhile to Simulacrum back up, though; on the rare occasions when I felt the need to summon something, I could always use Arcane Summon instead. -------------------- 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 |
Why are drakes so powerful now? in Blades of Avernum | |
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written Thursday, August 19 2004 10:20
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quote:Er, no. It requires changing default items, but one need not touch corescendata to do that. Read the part of the docs with the heading, "Trick To Change Default Things (Advanced)." One could make vampires unable to summon themselves with this bit of code in one's custom objects script (and here I am assuming that summon class 10 is high enough, but I don't actually know): [ Thursday, August 19, 2004 10:21: 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 |
Why are drakes so powerful now? in Blades of Avernum | |
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written Thursday, August 19 2004 09:47
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The good news is that we can fix it, though. Changing summoning classes will make Arcane Summon less unbalancing, which most scenarios will do, I think. -------------------- 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 |
Louvre/Editor Questions in Blades of Avernum Editor | |
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written Thursday, August 19 2004 08:50
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I strongly suggest you take a look at the pre-packaged scenarios. It's a good way to figure out how things are done. -------------------- 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 |
Louvre/Editor Questions in Blades of Avernum | |
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written Thursday, August 19 2004 08:50
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I strongly suggest you take a look at the pre-packaged scenarios. It's a good way to figure out how things are done. -------------------- 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 |