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 Editor Suggestions in Blades of Avernum | |
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written Thursday, August 12 2004 22:22
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I heartily second the first suggestion (an interesting turn of phrase), if TM is saying what I think he is, namely to check whether a space is proper for a creature to be on at all -- the call is_blocked sounds frustratingly similar to this, but it's not at all. The new call would check whether the space or terrain type was blocked also. As for the second, though, char_on_spot and char_on_loc do this, if I'm understanding that post correctly. -------------------- 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 |
Sequal to Averum3 in Blades of Avernum | |
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written Thursday, August 12 2004 19:12
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There should be some sort of modification to BoA that any scenario that includes Rentar-Ihrno as a character is automatically deleted immediately after loading. EDIT: Er, that wasn't much of a welcome. Hey, Homey Maigre -- whatever the heck that is -- welcome to the boards! Don't become a 5-post (or less) invisible newbie! Stick around, and leave your sanity at the door, and all that good stuf. [ Thursday, August 12, 2004 19:14: 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 |
Pied Piper Project 2 - The Boards Strike Back in General | |
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written Thursday, August 12 2004 18:31
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Ben: if you're on a PC, it's different. I think it may be as simple as control-S, but I don't know. Whatever you do to save a text file in, say, Notepad, do the same thing in your browser and it probably will work. Test it the same way as above: open it and make sure it works. If anyone has more technical specifics (eg, owns a PC), go ahead and post 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 |
Pied Piper Project 2 - The Boards Strike Back in General | |
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written Thursday, August 12 2004 16:39
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JMAN123 - Depends on your browser. Generally command-S will save the current page. If not, then something in the file menu will do it. (In Safari, for instance, it says "Save As...".) To make sure that you're doing the right thing, once you've saved the first page of the first thread, open it up and make sure that the address you're opening is file:// something not http:// something. If it's like that, you did it right. Then go and save everything you can! -------------------- 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 |
Pied Piper Project 2 - The Boards Strike Back in General | |
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written Thursday, August 12 2004 15:59
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I have finished General 10-13, from "Looking for recommendation" to "Spiderweb Newbie Looking to Find a Good RPG to Begin With". I might as well go grab Nethergate now. I'll get all 1-4. EDIT: Archived Nethergate, from "Nethergate on Windows XP?" to "Just payed through the celts and wondering...". It made me nostalgic. I think I'll play the game again sometime soon. [ Thursday, August 12, 2004 16:36: 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 |
Pied Piper Project 2 - The Boards Strike Back in General | |
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written Thursday, August 12 2004 14:20
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Scratch that. I claim General 10-13. [ Thursday, August 12, 2004 14:24: 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 |
Pied Piper Project 2 - The Boards Strike Back in General | |
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written Thursday, August 12 2004 14:09
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Shut up, Djur. For those of you who have no idea what's going on in this thread, the Pied Piper Project is an effort to archive and save the Spiderweb boards, which are the history of our community. The original effort took place in this thread. Okay, so here's how it works, for those of you who weren't a part of the original PPP: a huge number of pages need to be saved. We don't really have time to read through every individual thread and weigh as a community which ones are important or not, so we should try to save everything we can. The only way that could happen is if all of us pool our efforts. That is, each of us needs to reserve a page (ideally three at a time, but whatever you can do) -- as in, post something like "I'll save page 12 of General" -- and then go to that page and save (as HTML, not text or whatever) each page of the threads on that page. If a topic has six pages, save all six pages, for example. Some basic rules: * reserve only one or two pages at a time, and reserve them only right before you are about to save them. * Save all pages as HTML, and get a minimum of three threads before and three threads after your page, too -- so the last three threads on page 11 of General and the first three on page 13, if your page is page 12 of General. Since new topics will begin during the course of this project, we don't want any threads slipping through the cracks. * When you have finished a page, post again and state the names of the threads that began your section and ended your section (ie, if you just saved page 12 of General, say "I saved page 12 of General, from "Turns out..." to "Number Two"). * Make sure that you get the polls, too; vote in them if you have to. We'll figure out what to do with all of these threads later. For the moment, just keep them on your computer. [ Thursday, August 12, 2004 14:20: 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 |
Sorry but Board Purge due to disk overage. in General | |
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written Thursday, August 12 2004 14:06
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EDIT: THIS POST DIES [ Thursday, August 12, 2004 14:08: 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 |
Sorry but Board Purge due to disk overage. in General | |
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written Thursday, August 12 2004 14:05
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As this is a rather larger project than last time (everything but BoA and TS? jeez), two days may not be enough. Anyone concerned, this is our response. ATTN SPIDWEB: As this is about four times as many pages as last time, please, I ask for ONE WEEK in order to archive it all. Two days is simply not enough. Please purge on Saturday the 21st, rather than the 14th. [ Thursday, August 12, 2004 14:18: 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 |
Exile; A movie? in The Exile Trilogy | |
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written Thursday, August 12 2004 13:23
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I vote FBM plays Goblin #13. -------------------- 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 |
Thralni in The Exile Trilogy | |
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written Thursday, August 12 2004 13:20
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A quick Google search reveals nothing. All the links are to Exile/Avernum-related sites. Well, except for this one, which is just really odd. It appears to be a recent (post-Exile, anyway) online D&D campaign using a number of "borrowed" city names, mostly from Exile, but also from Dragonlance. It has to be post-Exile, because they're using 3rd Edition, which came out in, er, 2000 I think, but certainly after Exile did in 1994. Anyway, yeah, I don't think Thralni is anything, although Jeff has been known to take names from various sources: the crazed member of the Triad, Linda, shares a name with Linda Strout, Spiderweb employee, and the popular historical Empire general who had an entire province of Valorim named after him has Mariann's last name, specifically Krizsan. He also used South Park names in ASR in Zaskiva. I could go on. I won't. -------------------- 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 |
Alexandra now includes Spiderweb Reviews! in Blades of Exile | |
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written Thursday, August 12 2004 13:05
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E-mail me the document that you sent to Brett that had all of the ratings on it, and I'll toss it into a spreadsheet and see what happens. I'm curious, too. -------------------- 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 |
What are the names of the people in your parties? in General | |
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written Thursday, August 12 2004 12:40
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BoA god party: default names. BoA god singleton: Khsss. Normal party: Jeremy, Alistair, Rachel, Zoe. Duo: Kelandon, Angelika. I basically name my PCs out of stories that I've written, so sometimes I'll have a char named Alison or named Gavin, depending on my mood. For BoE, I pretty much draw from this pool of names, too. It appears that when I played the Avernum Trilogy, I used parties consisting of Jeremy and Rachel, then added whatever NPCs I thought might be useful. -------------------- 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 |
Alexandra now includes Spiderweb Reviews! in Blades of Exile | |
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written Thursday, August 12 2004 12:14
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Now that the SW ratings are searchable (and viewable alongside CSR and Alex ratings), I'm starting to understand why the community laughs at the SW ratings. Aftershocks (evidently a solid scenario but not a great classic) is rated 4.5. An Apology -- one of the best BoE scenarios of all time -- is rated 4.1. A sampling of scenarios rated higher than An Apology on the SW tables: Avalon (4.2 by SW, 4.88 by CSR) Compositus (4.3 by SW, 3.34 by CSR) Gray Moon: the Hand of Darkness (4.4 by SW, 4.93 by CSR) The Wreck of the Slug (4.4 by SW, 6.52 by CSR) And of course, the ever-classic The Realm of the Dragon Knights ties An Apology at 4.1 (where CSR puts it at 4.17). EDIT: To anyone who doesn't know -- lurkers? newbies? -- the reason this is laughable is that SW's ratings are out of 5, but CSR's are out of 10. An Apology has a 9.5 right now at CSR. [ Thursday, August 12, 2004 12:26: 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 |
town_status() call in Blades of Avernum Editor | |
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written Thursday, August 12 2004 11:58
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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 |
town_status() call in Blades of Avernum | |
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written Thursday, August 12 2004 11:58
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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 |
improvements for geneforge 3.... your thoughts in Geneforge Series | |
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written Thursday, August 12 2004 11:31
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Radio, actually. Give me a moment to track it down. And yeah, until I heard this, I thought it was three syllables, too. EDIT: The Gamesome Mac interview. (April 05 is the one with JV.) [ Thursday, August 12, 2004 11:35: 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 |
improvements for geneforge 3.... your thoughts in Geneforge 2 | |
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written Thursday, August 12 2004 11:31
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Radio, actually. Give me a moment to track it down. And yeah, until I heard this, I thought it was three syllables, too. EDIT: The Gamesome Mac interview. (April 05 is the one with JV.) [ Thursday, August 12, 2004 11:35: 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 |
town_status() call in Blades of Avernum Editor | |
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written Thursday, August 12 2004 10:11
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I'll go check this right now. I've never used this call before. EDIT: Nope, can't get it to work. I tried a couple of things, including print_num(town_status(current_town())), which really ought to return a non-zero value pretty much no matter what, and it printed zero. I tried making the town hostile by attacking a friendly character, and it was still zero. I tried setting the town status with set_town_status(current_town(),2), and nothing happened -- the town didn't even become hostile like it was supposed to. I think town_status and set_town_status are both broken. [ Thursday, August 12, 2004 10:20: 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 |
town_status() call in Blades of Avernum | |
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written Thursday, August 12 2004 10:11
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I'll go check this right now. I've never used this call before. EDIT: Nope, can't get it to work. I tried a couple of things, including print_num(town_status(current_town())), which really ought to return a non-zero value pretty much no matter what, and it printed zero. I tried making the town hostile by attacking a friendly character, and it was still zero. I tried setting the town status with set_town_status(current_town(),2), and nothing happened -- the town didn't even become hostile like it was supposed to. I think town_status and set_town_status are both broken. [ Thursday, August 12, 2004 10:20: 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 |
Louvre Updated in Blades of Avernum | |
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written Thursday, August 12 2004 10:04
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I use it. If my scenario ever gets released, you'll see that I'm using a bunch of graphics from the Louvre. -------------------- 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 |
Ported scenarios! in Blades of Avernum | |
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written Thursday, August 12 2004 10:01
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I had to read your post about three times before I figured out what you were saying (or at least I think I figured it out). There are eight scenarios for BoA currently in existence: Valley of the Dying Things, A Small Rebellion, The Za-Khazi Run, Diplomacy With the Dead, Roses of Reckoning, Babysitting, The Cave of No Return, and Emerald Mountain. The first three (VoDT, ASR, and ZKR) are genuine ports of BoE scenarios, and you have them already: they came with the game. RoR is sort of a port, vaguely, although not really, and it is here, alongside most other scenarios. No other ports have yet been released. If you want to play BoE scenarios, buy BoE. Most good ones (Alcritas's scenarios, Stareye's scenarios, the Creator's scenarios, Drizzt's scenarios, etc.) will very likely never be ported. By all means, if you want to make BoA scenarios -- as you suggested over in Tech Support -- make them. Any new, competent scenarios would be welcome. In my own personal opinion, your time would be better spent making your own scenarios rather than porting BoE ones, though. -------------------- 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 Wednesday, August 11 2004 22:05
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*i, it might be helpful to group the requested new calls by category. I think the groups fall roughly along these lines: Advanced Dialog Box Calls * void add_dialog_pic(short which_pic) - Puts a dialog picture in the upper-left corner of the dialog. Animation and SFX Functions * void put_missile_animation(short source_x,short source_y,short dest_x,short dest_y,short which_sfx) - Missile animations. Terrain Script and Creature Calls * short get_creature_memory_cell(short which_char,short which_cell) - Returns the value of memory cell which_cell of creature which_char. * short get_terrain_memory_cell(short which_script,short which_cell) - Returns the value of memory cell which_cell of terrain script which_script. * 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. Shop Calls (a new category) * 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. * void add_item_to_shop() - Allow negative values for modifying shops. * void change_shop_money(short which_shop,short how_much) - Changes (as in increment and decrement) the amount of money a shop can have for buying the players items. Similar to Geneforge. I'm not exactly sure how the 'unlimited money' switch should work, so here is just a simple suggestion. If the shop ends up having equal to or greater than 30000, the shop has unlimited money, but it can only be given that much with this call. Shops default to having unlimited money. * short shop_money(short which_shop) - Returns how much money which_shop has to buy the player's items. Returns 30000 if the shop has unlimited money. * 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 * void calculate_ticks_forward(short num_ticks) - Makes the game calculate num_ticks forward, and of course will act upon these calculations. * void set_day(which_day) - Changes the day to which_day. * void set_year(which_year) - Changes the year of the scenario to year which_year. * void set_day_size(ticks_per_day) - Changes the length of the day. * 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. * short get_daylight() - Returns the current level or amount of daylight. * 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 * void identify_item(int item_type) - Identifies all items of item_type currently in the party's possession. * void identify_item_with_class(int item_special_class) - Identifies all items with item_special_class in the party's possession. * 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. * 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. * 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. Basic Character Calls * 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. * short char_weight(short which_char) - Returns the weight of the character which_char. * get_immunity(short which_char, short immunity_type) - Returns a value from 0 to 100 depending on the assigned immunity value. * set_immunity(short which_char, short immunity_type, value) - Sets a value from 0 to 100 to the immunity_type. * void set_hp_regen(short which_char, short what_percentage) - Gets what percentage of which_char's maximum health is regained every tick. * void set_hp_regen(short which_char_or_group, short what_percentage) - Sets what percentage of which_char_or_group's maximum health is regained every tick. * short get_sp_regen(short which_char, short what_percentage) - Returns what percentage of which_char's maximum spell points are regained every tick. * short get_sp_regen(short which_char_or_group, short what_percentage) - Returns what percentage of which_char_or_group's maximum spell points are regained every tick. * 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 * void change_lighting(which_type) - Allows us to make the dungeon totally dark, fully lit, etc. * void add_light(what_amount) - Gives ability to change the light level (as from torches or Light spells). Can be negative. * short get_light(), returns the current light level (number of turns of light the party has left). * void set_up_lights() - Has the game refresh the lighting of a dungeon. * 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. * void set_town_status(short which_town,short new_status) - This call does not appear to do anything in the current version of BoA. * short town_status(short which_town) - Right now always returns 0, even if the town status is not 0. It should return 0, 1, 2, or 3. Grouping Calls * 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 * short request_target() - Returns the number of a visible creature of the player's choice (like targeting a spell or a wand). Cannot be used outdoors. * 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. Terrain Checking and Modification * 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) * vector v1(n) - Placed in the variables section. Creates a vector array of size (1xn). * 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. * v1(i) - Returns the ith component of vector v1. * m1(i,j) - Returns the i,jth component of matrix m1. Miscellaneous Special Calls * 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. Location and Distance Calls * short waypoint_x(short which_wayp) - Returns the x coordinate of waypoint which_wayp. * short waypoint_y(short which_wayp) - Returns the y coordinate of waypoint which_wayp. [ Thursday, August 19, 2004 11:43: 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 | |
Off With Their Heads
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written Wednesday, August 11 2004 22:05
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*i, it might be helpful to group the requested new calls by category. I think the groups fall roughly along these lines: Advanced Dialog Box Calls * void add_dialog_pic(short which_pic) - Puts a dialog picture in the upper-left corner of the dialog. Animation and SFX Functions * void put_missile_animation(short source_x,short source_y,short dest_x,short dest_y,short which_sfx) - Missile animations. Terrain Script and Creature Calls * short get_creature_memory_cell(short which_char,short which_cell) - Returns the value of memory cell which_cell of creature which_char. * short get_terrain_memory_cell(short which_script,short which_cell) - Returns the value of memory cell which_cell of terrain script which_script. * 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. Shop Calls (a new category) * 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. * void add_item_to_shop() - Allow negative values for modifying shops. * void change_shop_money(short which_shop,short how_much) - Changes (as in increment and decrement) the amount of money a shop can have for buying the players items. Similar to Geneforge. I'm not exactly sure how the 'unlimited money' switch should work, so here is just a simple suggestion. If the shop ends up having equal to or greater than 30000, the shop has unlimited money, but it can only be given that much with this call. Shops default to having unlimited money. * short shop_money(short which_shop) - Returns how much money which_shop has to buy the player's items. Returns 30000 if the shop has unlimited money. * 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 * void calculate_ticks_forward(short num_ticks) - Makes the game calculate num_ticks forward, and of course will act upon these calculations. * void set_day(which_day) - Changes the day to which_day. * void set_year(which_year) - Changes the year of the scenario to year which_year. * void set_day_size(ticks_per_day) - Changes the length of the day. * 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. * short get_daylight() - Returns the current level or amount of daylight. * 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 * void identify_item(int item_type) - Identifies all items of item_type currently in the party's possession. * void identify_item_with_class(int item_special_class) - Identifies all items with item_special_class in the party's possession. * 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. * 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. * 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. Basic Character Calls * 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. * short char_weight(short which_char) - Returns the weight of the character which_char. * get_immunity(short which_char, short immunity_type) - Returns a value from 0 to 100 depending on the assigned immunity value. * set_immunity(short which_char, short immunity_type, value) - Sets a value from 0 to 100 to the immunity_type. * void set_hp_regen(short which_char, short what_percentage) - Gets what percentage of which_char's maximum health is regained every tick. * void set_hp_regen(short which_char_or_group, short what_percentage) - Sets what percentage of which_char_or_group's maximum health is regained every tick. * short get_sp_regen(short which_char, short what_percentage) - Returns what percentage of which_char's maximum spell points are regained every tick. * short get_sp_regen(short which_char_or_group, short what_percentage) - Returns what percentage of which_char_or_group's maximum spell points are regained every tick. * 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 * void change_lighting(which_type) - Allows us to make the dungeon totally dark, fully lit, etc. * void add_light(what_amount) - Gives ability to change the light level (as from torches or Light spells). Can be negative. * short get_light(), returns the current light level (number of turns of light the party has left). * void set_up_lights() - Has the game refresh the lighting of a dungeon. * 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. * void set_town_status(short which_town,short new_status) - This call does not appear to do anything in the current version of BoA. * short town_status(short which_town) - Right now always returns 0, even if the town status is not 0. It should return 0, 1, 2, or 3. Grouping Calls * 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 * short request_target() - Returns the number of a visible creature of the player's choice (like targeting a spell or a wand). Cannot be used outdoors. * 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. Terrain Checking and Modification * 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) * vector v1(n) - Placed in the variables section. Creates a vector array of size (1xn). * 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. * v1(i) - Returns the ith component of vector v1. * m1(i,j) - Returns the i,jth component of matrix m1. Miscellaneous Special Calls * 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. Location and Distance Calls * short waypoint_x(short which_wayp) - Returns the x coordinate of waypoint which_wayp. * short waypoint_y(short which_wayp) - Returns the y coordinate of waypoint which_wayp. [ Thursday, August 19, 2004 11:43: 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 |
Early Beta Test: Edge of Cipirus in Blades of Avernum | |
Off With Their Heads
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written Wednesday, August 11 2004 19:04
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Apparently it's @yahoo.com -------------------- 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 |