Profile for Kelandon

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).

Recent posts

Pages

AuthorRecent posts
Stuff I Can't Do Yet in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #8
From VoDT, t0Fort Talrus.txt, a snippet of code that allows the player to rest, comments added by me:

beginstate 11;
reset_dialog();
add_dialog_str(0,"This is your room, a haven thoughtfully provided by the commander of Fort Talrus. It's dusty, but reasonable.",0);
add_dialog_str(1,"If you wish, you can take a quick rest before journeying onward.",0);
add_dialog_choice(0,"Leave.");
add_dialog_choice(1,"Rest for a few hours.");
choice = run_dialog(1); // This is the line that most people miss
// Note also that add_dialog_choice(1,"") corresponds to run_dialog being 2.
if (choice == 2) {
revive_party();
set_ticks_forward(100);
}
break;


[ Thursday, August 19, 2004 08:46: 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
Stuff I Can't Do Yet in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #8
From VoDT, t0Fort Talrus.txt, a snippet of code that allows the player to rest, comments added by me:

beginstate 11;
reset_dialog();
add_dialog_str(0,"This is your room, a haven thoughtfully provided by the commander of Fort Talrus. It's dusty, but reasonable.",0);
add_dialog_str(1,"If you wish, you can take a quick rest before journeying onward.",0);
add_dialog_choice(0,"Leave.");
add_dialog_choice(1,"Rest for a few hours.");
choice = run_dialog(1); // This is the line that most people miss
// Note also that add_dialog_choice(1,"") corresponds to run_dialog being 2.
if (choice == 2) {
revive_party();
set_ticks_forward(100);
}
break;


[ Thursday, August 19, 2004 08:46: 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
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #28
Oh, I forgot about that part, the empty water flasks. Yeah, that sounds like it would work just fine.

A tick is one step in town mode. I think it's a full turn in combat. One step in the outdoors is ten ticks, though. Everywhere but the outdoors, the START_STATE gets called once per tick, but outdoors, it only gets called once every ten ticks, which is the reason for the rather bizarre way of keeping track of time down at the bottom of that code.

--------------------
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
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #28
Oh, I forgot about that part, the empty water flasks. Yeah, that sounds like it would work just fine.

A tick is one step in town mode. I think it's a full turn in combat. One step in the outdoors is ten ticks, though. Everywhere but the outdoors, the START_STATE gets called once per tick, but outdoors, it only gets called once every ten ticks, which is the reason for the rather bizarre way of keeping track of time down at the bottom of that code.

--------------------
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
AC3:Retribution at Spidweb, but... in Blades of Exile
Off With Their Heads
Member # 4045
Profile Homepage #8
It took some finding, but here it is. Shyguy, you're not the only one with misgivings. I think a good many of us have them, and in this old thread, we can see that Alcritas (among others) is one. I have mixed feelings, too.

But eh. The question is, what would we want Spiderweb to do? My main issue is with the way they present their web site. At least they should have good links, if not good content.

[ Wednesday, August 18, 2004 23:19: 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
AC3:Retribution at Spidweb, but... in Blades of Exile
Off With Their Heads
Member # 4045
Profile Homepage #6
Hey, look on the bright side! At least people can still get BSR's scenarios without trouble.

Okay, ranting time.

I think it has come time for Spiderweb to do what it should have done years ago, and that is declare BoE abandonware. They should admit that they don't have the first clue what's going on in the BoE universe, that their scenario tables are a joke, that their articles are hopelessly outdated, that Jeff Vogel has not answered users' questions in well over three years, and they utterly disregard about half the Blades-related e-mails that they get.

I've told everyone by now that I got into BoE briefly three years ago and then quit, but I've never really explained why. I quit because I couldn't figure out how to interact with other BoE players. I couldn't find the community. I found the Lyceum only after making NK0P and after trying and failing to play a fair number of the scenarios on the Solid Adventures table (back when I trusted the SW tables, thinking that BSR must be one of the most prolific and talented designers). I didn't even look around the Lyceum, because I was just there to get beta testers so that I could get NK0P beta tested and forget about Blades, because by that point I figured that BoE was dead.

SW's site is not just unhelpful: it is actively harmful. I played Erika's Legacy thinking that it was one of the classics. After all, it was one of the winners in the First Contest, and several of SW's articles mentioned it. It was rated pretty well on the SW tables, too. It seemed kind of stupid, and I got bored and never finished. I tried Doom Moon II and could make it NOWHERE, because I didn't have anyone whom I could ask for help. (BoE Scenario Help, anyone?)

People say, "What if a new downloaded The Grinch, thought it was the best that the community had to offer because of its score, and decided not to stick with BoE because of the obviously pathetic ability of scenario designers if that was the best they could do?" People give this as a hypothetical example, but it's not hypothetical to me. That sort of thing is what I did, three years ago.

Spiderweb's scenario tables are the first thing that a newbie finds, and they are the first thing that a newbie trusts. Their current state -- rating some scenarios far higher than they deserve, lacking comments to go with the ratings, not being updated really at all, and generally being terrible -- suggests to new BoE-ers that BoE is dead, especially now that BoA is out. BoE is not dead, and it never will be: Alcritas's scenarios, Stareye's scenarios, and all the other great scenarios that will NEVER be ported to BoA will keep BoE alive for as long as there are computers that will run it, not to mention the continued support at the Lyceum for any form of Blades, either of Exile or Avernum. BUT THERE'S NO WAY TO KNOW THAT IN SPIDERWEB'S SITE!

I think that Spiderweb should take down its misleading parts of its web site. I think that SW's BoE section should basically consist of links to more current sites. There should be a link to the Lyceum IN BIG EMBLAZONED FIERY LETTERS, and a link to TMU's links list, and a link to the BoE Web Ring, and maybe even a link to the Designer's Forum in the section on Articles and Examples.

I even sent in an article to them, hoping it would get posted on that page. (It was in response to The Perils of 250. Nothing special. Common knowledge by the time, but I didn't know it.) When I got no response -- not even an e-mail back saying, "We don't do this anymore" -- I was pretty well convinced that BoE was dead.

Spiderweb needs to drop the pretense and stop driving away new players. Update the links. Tell the truth about Spiderweb updates, and hasten to add that other pages update considerably more frequently, and that BoE players congregate over at the Lyceum's boards. They could even keep selling it, if they wanted. They just need to tell players up front that they have to count on the community that has built up elsewhere, not on the company that sells the product.

Eh, ranting mode off. I don't know if I even agree with myself, here, but I think these points are worth thinking over, anyway. I'm sure I'm not saying anything terribly new, but I am saying it at a different point in time than it has been said before, and context may make a difference.

--------------------
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
Code? in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #14
256, Keep. I just include the quotes in my character count. Although, come to think of it, I try to stay away from the exact limit altogether and avoid anything over 250 or so.

I use the default font, whatever that is. Eh, Courier New, apparently.

[ Wednesday, August 18, 2004 17:49: 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
Code? in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #14
256, Keep. I just include the quotes in my character count. Although, come to think of it, I try to stay away from the exact limit altogether and avoid anything over 250 or so.

I use the default font, whatever that is. Eh, Courier New, apparently.

[ Wednesday, August 18, 2004 17:49: 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
Script checking program in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #1
Wow. I just started using it, and it looks really impressive. I was thinking about mentioning the total lack of a separate compiler outside the BoA app itself and how useful such a thing would be, and BAM, here it is. Nice job, Khoth!

It has some small issues. It gives double errors, sometimes. For instance, these two lines:

while ((j <= 84) && (i == 0))
{if char_ok(j)
It complained that they were both wrong, even though the second one is the only one with an error. It does this from time to time.

When a semicolon is missing, it consistently gives the next line, not line it's missing from. I don't know if this was intentional.

It also doesn't seem to recognize the special SANCTIFICATION_STATE in terrain scripts.

[ Wednesday, August 18, 2004 16:56: 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
Script checking program in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #1
Wow. I just started using it, and it looks really impressive. I was thinking about mentioning the total lack of a separate compiler outside the BoA app itself and how useful such a thing would be, and BAM, here it is. Nice job, Khoth!

It has some small issues. It gives double errors, sometimes. For instance, these two lines:

while ((j <= 84) && (i == 0))
{if char_ok(j)
It complained that they were both wrong, even though the second one is the only one with an error. It does this from time to time.

When a semicolon is missing, it consistently gives the next line, not line it's missing from. I don't know if this was intentional.

It also doesn't seem to recognize the special SANCTIFICATION_STATE in terrain scripts.

[ Wednesday, August 18, 2004 16:56: 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
Code? in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #12
Oh yeah, that's the other thing I like about BBEdit Lite in place of TextEdit: BBEdit Lite does word counts of selections, so I can quickly check whether my strings are more than 256 characters. As I tend to be rather long-winded, this is VERY useful. :P

--------------------
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
Code? in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #12
Oh yeah, that's the other thing I like about BBEdit Lite in place of TextEdit: BBEdit Lite does word counts of selections, so I can quickly check whether my strings are more than 256 characters. As I tend to be rather long-winded, this is VERY useful. :P

--------------------
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
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #25
Using other people's code is perfectly fine (and in fact preferred, wherever possible), as long as you give credit to the original authors. In a similar fashion, I "borrow" graphics incessantly, and the readme for my scenario will have a long chunk crediting each artist who created the graphics I'm using.

Here's the newest version. This seems to work, as far as I can tell. I think I'll post it in the Codex, too.

// Dehydration v1.2
// dehydration.txt
// Original version by Dahak.
// Revised thoroughly by Kelandon (tomwatts@berkeley.edu).
//
// This general script checks if the party has a special item, water, and does
// increasing amounts of damage to the party if they don't have it. This
// simulates thirst, as in a desert.
//
// This script should probably go in the scenario script and be run in the
// START_STATE, as depicted below.
//
// This script uses three SDFs. The default SDFs to use are (250,0), (250,1),
// and (250,2). If you want to use others, replace the values in the variables
// section. Several other values are editable, too.

variables;

// How many turns since the party last had water.
short last_drank;

// ALL OF THE FOLLOWING VARIABLES CAN BE EDITED TO SUIT WHATEVER YOUR SCENARIO'S
// SPECIFIC NEEDS ARE. CHANGE THEIR VALUES TO WHATEVER YOU LIKE.

// Change the following variable to whatever special item the water is.
short water = 0;

// Change the following variables to the coordinates of the SDFs keeping track
// of the time between water checks. This works by using the SDFs as a two-digit
// base-256 number. That is, the first SDF set to 5 and the second set to 2
// means that 2 * 256 + 5 (equalling 517) turns have passed since the last water
// check.
short sdf_x = 250;
short sdf_y1 = 0;
short sdf_y2 = 1;

// Change the following variables to the coordinates of the SDF keeping track
// of how many consecutive times the party has failed a water check.
short thirst_sdf_x = 0;
short thirst_sdf_y = 2;

// Change the following variable if you want the party to dehydrate slower or
// faster. This is the number of turns between each water check. NOTE: This can
// reasonably go up as high as sixty-five thousand. Any more than that, and you
// will need to add more SDFs to keep track of the ticks in between water
// checks.
short dehyd_speed = 500;

// Change the following variable if you want the party to die of dehydration
// slower or faster. This times dehyd_speed equals the number of turns without
// water after which the party will automatically die.
short dead_of_thirst = 8;

beginstate START_STATE;

// Figure out how many turns it has been since the party drank water and save
// that in last_drank.
last_drank = (get_flag(sdf_x,sdf_y2) * 256) + get_flag(sdf_x,sdf_y1);

// Check if enough time has passed since the last water check. If so, proceed.
if (last_drank >= dehyd_speed) {

// If the party has water, drink it.
if(has_special_item(water)) {
print_str("You drink some water.");
change_spec_item(water,-1);

// Reset all flags and counters.
set_flag(thirst_sdf_x,thirst_sdf_y,0);
set_flag(sdf_x,sdf_y2,0);
set_flag(sdf_x,sdf_y1,0);
}

// If the party doesn't have water, do other things.
else {
// Damage them based on how long they've been thirsty (recorded in the
// variable thirst_turns).
inc_flag(thirst_sdf_x,thirst_sdf_y,1);
damage_char(1000,(10 * get_flag(thirst_sdf_x,thirst_sdf_y)) + get_ran(1,0,9),4);
print_str ("You're thirsty!");

// Reset flags.
set_flag(sdf_x,sdf_y2,0);
set_flag(sdf_x,sdf_y1,0);

// Warn them if they're dying.
if (get_flag(thirst_sdf_x,thirst_sdf_y) == dead_of_thirst - 1)
print_str_color("YOU ARE NEAR DEATH. YOU NEED WATER.",1);

// If they are too thirsty, kill them.
if (get_flag(thirst_sdf_x,thirst_sdf_y) == dead_of_thirst) {
message_dialog("You die of thirst!","");
kill_char(1000,2,0);
}
}
}

// Increment the SDFs keeping track of time. This works differently outdoors
// because although ten ticks pass for every step, the START_STATE is only
// called once per step.
if (get_flag(sdf_x,sdf_y1) < 255 - (9 * is_outdoor()))
inc_flag(sdf_x,sdf_y1,1 + (9 * is_outdoor()));
else {
inc_flag(sdf_x,sdf_y2,1);
set_flag(sdf_x,sdf_y1,0);
}

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
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #25
Using other people's code is perfectly fine (and in fact preferred, wherever possible), as long as you give credit to the original authors. In a similar fashion, I "borrow" graphics incessantly, and the readme for my scenario will have a long chunk crediting each artist who created the graphics I'm using.

Here's the newest version. This seems to work, as far as I can tell. I think I'll post it in the Codex, too.

// Dehydration v1.2
// dehydration.txt
// Original version by Dahak.
// Revised thoroughly by Kelandon (tomwatts@berkeley.edu).
//
// This general script checks if the party has a special item, water, and does
// increasing amounts of damage to the party if they don't have it. This
// simulates thirst, as in a desert.
//
// This script should probably go in the scenario script and be run in the
// START_STATE, as depicted below.
//
// This script uses three SDFs. The default SDFs to use are (250,0), (250,1),
// and (250,2). If you want to use others, replace the values in the variables
// section. Several other values are editable, too.

variables;

// How many turns since the party last had water.
short last_drank;

// ALL OF THE FOLLOWING VARIABLES CAN BE EDITED TO SUIT WHATEVER YOUR SCENARIO'S
// SPECIFIC NEEDS ARE. CHANGE THEIR VALUES TO WHATEVER YOU LIKE.

// Change the following variable to whatever special item the water is.
short water = 0;

// Change the following variables to the coordinates of the SDFs keeping track
// of the time between water checks. This works by using the SDFs as a two-digit
// base-256 number. That is, the first SDF set to 5 and the second set to 2
// means that 2 * 256 + 5 (equalling 517) turns have passed since the last water
// check.
short sdf_x = 250;
short sdf_y1 = 0;
short sdf_y2 = 1;

// Change the following variables to the coordinates of the SDF keeping track
// of how many consecutive times the party has failed a water check.
short thirst_sdf_x = 0;
short thirst_sdf_y = 2;

// Change the following variable if you want the party to dehydrate slower or
// faster. This is the number of turns between each water check. NOTE: This can
// reasonably go up as high as sixty-five thousand. Any more than that, and you
// will need to add more SDFs to keep track of the ticks in between water
// checks.
short dehyd_speed = 500;

// Change the following variable if you want the party to die of dehydration
// slower or faster. This times dehyd_speed equals the number of turns without
// water after which the party will automatically die.
short dead_of_thirst = 8;

beginstate START_STATE;

// Figure out how many turns it has been since the party drank water and save
// that in last_drank.
last_drank = (get_flag(sdf_x,sdf_y2) * 256) + get_flag(sdf_x,sdf_y1);

// Check if enough time has passed since the last water check. If so, proceed.
if (last_drank >= dehyd_speed) {

// If the party has water, drink it.
if(has_special_item(water)) {
print_str("You drink some water.");
change_spec_item(water,-1);

// Reset all flags and counters.
set_flag(thirst_sdf_x,thirst_sdf_y,0);
set_flag(sdf_x,sdf_y2,0);
set_flag(sdf_x,sdf_y1,0);
}

// If the party doesn't have water, do other things.
else {
// Damage them based on how long they've been thirsty (recorded in the
// variable thirst_turns).
inc_flag(thirst_sdf_x,thirst_sdf_y,1);
damage_char(1000,(10 * get_flag(thirst_sdf_x,thirst_sdf_y)) + get_ran(1,0,9),4);
print_str ("You're thirsty!");

// Reset flags.
set_flag(sdf_x,sdf_y2,0);
set_flag(sdf_x,sdf_y1,0);

// Warn them if they're dying.
if (get_flag(thirst_sdf_x,thirst_sdf_y) == dead_of_thirst - 1)
print_str_color("YOU ARE NEAR DEATH. YOU NEED WATER.",1);

// If they are too thirsty, kill them.
if (get_flag(thirst_sdf_x,thirst_sdf_y) == dead_of_thirst) {
message_dialog("You die of thirst!","");
kill_char(1000,2,0);
}
}
}

// Increment the SDFs keeping track of time. This works differently outdoors
// because although ten ticks pass for every step, the START_STATE is only
// called once per step.
if (get_flag(sdf_x,sdf_y1) < 255 - (9 * is_outdoor()))
inc_flag(sdf_x,sdf_y1,1 + (9 * is_outdoor()));
else {
inc_flag(sdf_x,sdf_y2,1);
set_flag(sdf_x,sdf_y1,0);
}

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
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #23
quote:
Originally written by Dahak:
I believe that variables are wiped when the game is reloaded outdoors, or scripts are reloaded.
Have you actually tested that? I've heard rumors both ways, but to the best of my knowledge, variables stay, even after the game is reloaded.

EDIT: Because I was curious, I just went and tested this code out. The new version works like a charm, except that Dahak is right: when the party reloads in the outdoors, something about the variables goes haywire, and the script fails. SDFs are necessary in this case. I guess I'll go re-write the script with that in mind.

[ Wednesday, August 18, 2004 14:35: 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
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #23
quote:
Originally written by Dahak:
I believe that variables are wiped when the game is reloaded outdoors, or scripts are reloaded.
Have you actually tested that? I've heard rumors both ways, but to the best of my knowledge, variables stay, even after the game is reloaded.

EDIT: Because I was curious, I just went and tested this code out. The new version works like a charm, except that Dahak is right: when the party reloads in the outdoors, something about the variables goes haywire, and the script fails. SDFs are necessary in this case. I guess I'll go re-write the script with that in mind.

[ Wednesday, August 18, 2004 14:35: 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
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #21
Here we go. Streamlined code, written in Lyceum format.

// DAMMIT, THIS DOESN'T WORK. DON'T USE THIS SCRIPT. SEE BELOW.
//
// Dehydration v1.1.1
// dehydration.txt
// Originally written by Dahak.
// Revised thoroughly by Kelandon (tomwatts@berkeley.edu).
//
// This general script checks if the party has a special item, water, and does
// increasing amounts of damage to the party if they don't have it. This
// simulates thirst, as in a desert.
//
// This script should probably go in the scenario script and be run in the
// START_STATE, as depicted below.
//

variables;
short last_drank = 0;
short thirst_turns = 0;

// Change the following variable to whatever special item the water is.
short water = 0;

// Change the following variable if you want the party to dehydrate slower or
// faster. This is the number of turns between each water check.
short dehyd_speed = 500;

// Change the following variable if you want the party to die of dehydration
// slower or faster. This times dehyd_speed equals the number of turns without
// water after which the party will automatically die.
short dead_of_thirst = 8;

beginstate START_STATE;

// Check if enough time has passed since the last water check. If so, proceed.
if (tick_difference(last_drank,get_current_tick()) >= dehyd_speed) {
// Set this turn to have been the last water check.
last_drank = get_current_tick();

// If the party has water, drink it.
if(has_special_item(water)) {
print_str("You drink some water.");
change_spec_item(water,-1);
thirst_turns = 0;
}

// If the party doesn't have water, do other things.
else {
// Damage them based on how long they've been thirsty (recorded in the
// variable thirst_turns).
thirst_turns = thirst_turns + 1;
damage_char(1000,(10 * thirst_turns) + get_ran(1,0,9),4);
print_str ("You're thirsty!");

// Warn them if they're dying.
if (thirst_turns == dead_of_thirst - 1)
print_str_color("YOU ARE NEAR DEATH. YOU NEED WATER.",1);

// If they are too thirsty, kill them.
if (thirst_turns == dead_of_thirst) {
message_dialog("You die of thirst!","");
kill_char(1000,2,0);
}
}
}

break;


[ Wednesday, August 18, 2004 14:34: 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
Water in the Desert? (Attn. Big Guys!!!) in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #21
Here we go. Streamlined code, written in Lyceum format.

// DAMMIT, THIS DOESN'T WORK. DON'T USE THIS SCRIPT. SEE BELOW.
//
// Dehydration v1.1.1
// dehydration.txt
// Originally written by Dahak.
// Revised thoroughly by Kelandon (tomwatts@berkeley.edu).
//
// This general script checks if the party has a special item, water, and does
// increasing amounts of damage to the party if they don't have it. This
// simulates thirst, as in a desert.
//
// This script should probably go in the scenario script and be run in the
// START_STATE, as depicted below.
//

variables;
short last_drank = 0;
short thirst_turns = 0;

// Change the following variable to whatever special item the water is.
short water = 0;

// Change the following variable if you want the party to dehydrate slower or
// faster. This is the number of turns between each water check.
short dehyd_speed = 500;

// Change the following variable if you want the party to die of dehydration
// slower or faster. This times dehyd_speed equals the number of turns without
// water after which the party will automatically die.
short dead_of_thirst = 8;

beginstate START_STATE;

// Check if enough time has passed since the last water check. If so, proceed.
if (tick_difference(last_drank,get_current_tick()) >= dehyd_speed) {
// Set this turn to have been the last water check.
last_drank = get_current_tick();

// If the party has water, drink it.
if(has_special_item(water)) {
print_str("You drink some water.");
change_spec_item(water,-1);
thirst_turns = 0;
}

// If the party doesn't have water, do other things.
else {
// Damage them based on how long they've been thirsty (recorded in the
// variable thirst_turns).
thirst_turns = thirst_turns + 1;
damage_char(1000,(10 * thirst_turns) + get_ran(1,0,9),4);
print_str ("You're thirsty!");

// Warn them if they're dying.
if (thirst_turns == dead_of_thirst - 1)
print_str_color("YOU ARE NEAR DEATH. YOU NEED WATER.",1);

// If they are too thirsty, kill them.
if (thirst_turns == dead_of_thirst) {
message_dialog("You die of thirst!","");
kill_char(1000,2,0);
}
}
}

break;


[ Wednesday, August 18, 2004 14:34: 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
Where should I start designing? in Blades of Exile
Off With Their Heads
Member # 4045
Profile Homepage #61
For anyone who's curious...

TEH MEGASITE BEGINS!!!!!111

TEH MEGASITE WEAKENS!!!!!!1111

TEH MEGASITE DIES TEH DEATH!!!!111

[ Wednesday, August 18, 2004 12:24: 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
Problem with moving the party in cut scenes in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #1
Use block_entry(1) to prevent that.

EDIT: I should probably give more detail than that.

Stick block_entry(1) into the beginning (or end or middle -- it doesn't really matter) of your cut scene and the part won't step on the space that they were originally stepping into.

TM did this in Emerald Mountain.

[ Wednesday, August 18, 2004 12:11: 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
Problem with moving the party in cut scenes in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #1
Use block_entry(1) to prevent that.

EDIT: I should probably give more detail than that.

Stick block_entry(1) into the beginning (or end or middle -- it doesn't really matter) of your cut scene and the part won't step on the space that they were originally stepping into.

TM did this in Emerald Mountain.

[ Wednesday, August 18, 2004 12:11: 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
Artifacts Hall in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #4
As a sidenote, artifacts are available through the HLPM. They're just default artifacts, and they only come at higher levels.

But I guess the Artifacts Hall is good for the times when you want to enter a scenario at a particular level so that Assassination won't wreak havoc with the fights, but (for whatever reason) you need stronger weapons than the HLPM (or whatever you used to get your party) will give 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
Where should I start designing? in Blades of Exile
Off With Their Heads
Member # 4045
Profile Homepage #42
With regard to the both of you, Drakey and Djur, I said that you joined sometime before 2001, which I'm pretty sure is accurate, not around the same time as each other in 2001, which is not.

Come to think of it, Drakey, I don't know when you joined the community, because you've always been really vague about it. My impression was that it was more recently than '97 and significantly earlier than '01, but I've just been guessing.

EDIT: And I know you've been playing the games since '94, but that's not the same. I've been playing the games since '99, but I didn't join the community until '04.

[ Tuesday, August 17, 2004 06:30: 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
Scope of states and variables? in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #4
Erm, but you would just use set_state_continue for the same purpose.

--------------------
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
Scope of states and variables? in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #4
Erm, but you would just use set_state_continue for the same purpose.

--------------------
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

Pages