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 Editor | |
Off With Their Heads
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written Tuesday, August 3 2004 11:32
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For the item_loc_x and item_loc_y calls, I think the point is exactly what you're describing Isaac, that the item could move around. BoA would have to recognize two things: an item on the ground and an item being carried. If it's on the ground, it returns its coordinates. If it's being carried, it returns the coordinates of the character who's carrying it. If it's not in the town, it returns -1. I think this would be possible without changing the engine, although it would probably be difficult to program. -------------------- 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 Tuesday, August 3 2004 11:32
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For the item_loc_x and item_loc_y calls, I think the point is exactly what you're describing Isaac, that the item could move around. BoA would have to recognize two things: an item on the ground and an item being carried. If it's on the ground, it returns its coordinates. If it's being carried, it returns the coordinates of the character who's carrying it. If it's not in the town, it returns -1. I think this would be possible without changing the engine, although it would probably be difficult to program. -------------------- 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 |
Decent Plot Hook in Blades of Avernum Editor | |
Off With Their Heads
Member # 4045
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written Tuesday, August 3 2004 10:23
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Another thing to keep in mind is that a desert is, strictly speaking, just a place with very little rainfall. Los Angeles is built in a desert. Aqueduct technology made this possible (and desalinization plants, once technology gets developed enough), so you may wish to think carefully about how much technology and water control the civilization in your scenario will have. As a more extreme example, Riyadh (in Saudi Arabia) is built in one of the least hospitable deserts on Earth. There happens to be an oasis there, but no outsiders could get there except for Arab nomads who spent all their lives in the desert, at least until planes in the early twentieth century. Actually, all around the Middle East, the land is pretty inhospitable except near the major rivers, where farmland is actually quite good (hence Mesopotamia). Rivers and oases in a desert are incredibly significant geographical features. Additionally, related to your "ice dungeons in a desert" idea, Antarctica is technically a frozen desert. There is very little rainfall (or snowfall, for that matter), but there is also very little heat, which results in the place being permanently encased in ice and snow. Depending on latitude, you may have much the same thing in some areas. And, of course, high elevations are often snowy regardless of rainfall. -------------------- 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 |
Decent Plot Hook in Blades of Avernum | |
Off With Their Heads
Member # 4045
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written Tuesday, August 3 2004 10:23
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Another thing to keep in mind is that a desert is, strictly speaking, just a place with very little rainfall. Los Angeles is built in a desert. Aqueduct technology made this possible (and desalinization plants, once technology gets developed enough), so you may wish to think carefully about how much technology and water control the civilization in your scenario will have. As a more extreme example, Riyadh (in Saudi Arabia) is built in one of the least hospitable deserts on Earth. There happens to be an oasis there, but no outsiders could get there except for Arab nomads who spent all their lives in the desert, at least until planes in the early twentieth century. Actually, all around the Middle East, the land is pretty inhospitable except near the major rivers, where farmland is actually quite good (hence Mesopotamia). Rivers and oases in a desert are incredibly significant geographical features. Additionally, related to your "ice dungeons in a desert" idea, Antarctica is technically a frozen desert. There is very little rainfall (or snowfall, for that matter), but there is also very little heat, which results in the place being permanently encased in ice and snow. Depending on latitude, you may have much the same thing in some areas. And, of course, high elevations are often snowy regardless of rainfall. -------------------- 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 whith the barrier in a3 (again) in The Avernum Trilogy | |
Off With Their Heads
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written Tuesday, August 3 2004 09:51
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If you're talking about what I think you're talking about, beams will break down those walls. Use mirrors to redirect them. -------------------- 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 |
Alorael, but not. in General | |
Off With Their Heads
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written Tuesday, August 3 2004 09:44
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I do think that Drakey should give him the title "The Ever-Changing Moniker" (which was one of his names) on the condition that he keep this up. -------------------- 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 |
What pet(s) do you own? in General | |
Off With Their Heads
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written Monday, August 2 2004 23:19
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Are we posting pictures now? My kitty EDIT: Er, links seem to be the way to go. [ Monday, August 02, 2004 23:22: 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 |
Nethergate graphics in Blades of Avernum Editor | |
Off With Their Heads
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written Monday, August 2 2004 23:06
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I e-mailed Jeff about this. He said yes. -------------------- 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 |
Nethergate graphics in Blades of Avernum | |
Off With Their Heads
Member # 4045
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written Monday, August 2 2004 23:06
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I e-mailed Jeff about this. He said yes. -------------------- 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 |
Za-Khazi (overpowered creatures) in Blades of Avernum | |
Off With Their Heads
Member # 4045
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written Monday, August 2 2004 20:35
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I'm giving them all cr_special_abil = 33, which is "breathes darkness," for my scenario. It should make them a bit more like they were in A3. -------------------- 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 |
Pointless topic about advanced scripting that will never be in Blades of Avernum Editor | |
Off With Their Heads
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written Monday, August 2 2004 20:25
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I have one word for you: Pygmalion. It will have these trigger things that are so complicated I don't even understand what they are. That reminds me: it's about time for me to prod Djur again and see what the status of that thing is. *wanders off to find him* -------------------- 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 |
Pointless topic about advanced scripting that will never be in Blades of Avernum | |
Off With Their Heads
Member # 4045
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written Monday, August 2 2004 20:25
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I have one word for you: Pygmalion. It will have these trigger things that are so complicated I don't even understand what they are. That reminds me: it's about time for me to prod Djur again and see what the status of that thing is. *wanders off to find him* -------------------- 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 |
Decent Plot Hook in Blades of Avernum Editor | |
Off With Their Heads
Member # 4045
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written Monday, August 2 2004 17:13
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You could do something based off the Arabian desert, basically that they couldn't colonize this area before because it was impassable to anyone but natives, but now they've enlisted the help of the natives somehow. Deserts (depending on location) can be incredibly harsh environments. Water is hard to find, and unless you know exactly where to look, you can die within a couple of days. That's why locals have a huge advantage over explorers: they know where the oasises... oases... whatever... are. Towns would, of course, be built near the larger oases. It'd be pretty neat to do some things to indicate this water shortage somehow, like requiring the party to carry a custom item (water flasks or something) in the outdoors and reducing it by a certain amount every x number of turns to simulate drinking. -------------------- 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 |
Decent Plot Hook in Blades of Avernum | |
Off With Their Heads
Member # 4045
|
written Monday, August 2 2004 17:13
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You could do something based off the Arabian desert, basically that they couldn't colonize this area before because it was impassable to anyone but natives, but now they've enlisted the help of the natives somehow. Deserts (depending on location) can be incredibly harsh environments. Water is hard to find, and unless you know exactly where to look, you can die within a couple of days. That's why locals have a huge advantage over explorers: they know where the oasises... oases... whatever... are. Towns would, of course, be built near the larger oases. It'd be pretty neat to do some things to indicate this water shortage somehow, like requiring the party to carry a custom item (water flasks or something) in the outdoors and reducing it by a certain amount every x number of turns to simulate drinking. -------------------- 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 | |
Off With Their Heads
Member # 4045
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written Monday, August 2 2004 13:50
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Keep's suggestions, spelled out in this way, sound good to me. The call add_shop_mode has to be changed one way or another (because it has a bug right now anyway), so making it able to handle negative numbers and giving us a way of checking values seems better than just fixing the bug so that it works as described in the docs. One more that I just remembered: void set_char_presence_status(short which_char,short which_status) To serve as a way to set 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. One could do neat things with splitting up the party this way. EDIT: Calculating ticks forward would be nice, but that's an engine change, and it seems unlikely. What I meant with set_year and force_start_day is that force_start_day(-1) right now removes the months and years from the game, but the days still show up. If we got set_year, we could make set_year do what force_start_day(-1) does right now and make force_start_day(-1) take out displaying even the days themselves. That would be much more extreme, I imagine, because the player wouldn't know when special abilities regenerated, but the designer could figure something out, I'm sure. Or we could not. It doesn't really matter that much. The set_year call would be cool, though. [ Monday, August 02, 2004 13:54: 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
Member # 4045
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written Monday, August 2 2004 13:50
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Keep's suggestions, spelled out in this way, sound good to me. The call add_shop_mode has to be changed one way or another (because it has a bug right now anyway), so making it able to handle negative numbers and giving us a way of checking values seems better than just fixing the bug so that it works as described in the docs. One more that I just remembered: void set_char_presence_status(short which_char,short which_status) To serve as a way to set 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. One could do neat things with splitting up the party this way. EDIT: Calculating ticks forward would be nice, but that's an engine change, and it seems unlikely. What I meant with set_year and force_start_day is that force_start_day(-1) right now removes the months and years from the game, but the days still show up. If we got set_year, we could make set_year do what force_start_day(-1) does right now and make force_start_day(-1) take out displaying even the days themselves. That would be much more extreme, I imagine, because the player wouldn't know when special abilities regenerated, but the designer could figure something out, I'm sure. Or we could not. It doesn't really matter that much. The set_year call would be cool, though. [ Monday, August 02, 2004 13:54: 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 |
Zaskiva Sewers (ASR) in Blades of Avernum | |
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written Monday, August 2 2004 10:43
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So for clarity's sake: you are now out, correct? You no longer need help? -------------------- 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 |
Help with custom creatures design in Blades of Avernum Editor | |
Off With Their Heads
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written Monday, August 2 2004 09:57
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I can confirm that. It does increment, rather than set (to use SDF terminology). It increases by that amount. -------------------- 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 |
Help with custom creatures design in Blades of Avernum | |
Off With Their Heads
Member # 4045
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written Monday, August 2 2004 09:57
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I can confirm that. It does increment, rather than set (to use SDF terminology). It increases by that amount. -------------------- 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's the best way of changin a character location in a town? in Blades of Avernum Editor | |
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written Monday, August 2 2004 09:55
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That's probably the best way to do it. The other way that comes to mind is to use relocate_character, but then you may have trouble with the character thinking that its starting location is elsewhere and trying to return to it. You'd have to give it a special script in order for that to work, so your best bet is probably exactly what you described. EDIT: Bah, the call is relocate_character, not relocate_char. [ Wednesday, August 04, 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 |
What's the best way of changin a character location in a town? in Blades of Avernum | |
Off With Their Heads
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written Monday, August 2 2004 09:55
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That's probably the best way to do it. The other way that comes to mind is to use relocate_character, but then you may have trouble with the character thinking that its starting location is elsewhere and trying to return to it. You'd have to give it a special script in order for that to work, so your best bet is probably exactly what you described. EDIT: Bah, the call is relocate_character, not relocate_char. [ Wednesday, August 04, 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 |
BoA Editor Suggestions in Blades of Avernum Editor | |
Off With Their Heads
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written Monday, August 2 2004 09:51
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In reference to add_item_to_shop again, it appears that one feature is broken. From the docs: "Note that, in all cases, you will want to put a number above 0 for how_many. If you don't, the item will disappear from the store." I never tested this, but when Isaac said it didn't work, I did, and I second this: it doesn't work. This is a bug. quote:I'm not quite sure what you're saying here. The call add_item_to_shop ONLY works relatively, which is to say that it increments rather than sets, to use SDF terminology. As a correction to my post above: when you increment the amount of a particular item the shops sells, the item goes in the BOTTOM of the shop's inventory, not the top, I think. It still can mess up the shop's order, 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 | |
Off With Their Heads
Member # 4045
|
written Monday, August 2 2004 09:51
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In reference to add_item_to_shop again, it appears that one feature is broken. From the docs: "Note that, in all cases, you will want to put a number above 0 for how_many. If you don't, the item will disappear from the store." I never tested this, but when Isaac said it didn't work, I did, and I second this: it doesn't work. This is a bug. quote:I'm not quite sure what you're saying here. The call add_item_to_shop ONLY works relatively, which is to say that it increments rather than sets, to use SDF terminology. As a correction to my post above: when you increment the amount of a particular item the shops sells, the item goes in the BOTTOM of the shop's inventory, not the top, I think. It still can mess up the shop's order, 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 |
Feedback on Dungeons in Blades of Avernum Editor | |
Off With Their Heads
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written Sunday, August 1 2004 23:03
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Perhaps Spiderweb's site needs to stress more that scenarios are completely cross-platform except for the graphics files, which are easily converted using virtually any paint program. We get an awful lot of people who don't know that. Anyone else think so? -------------------- 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 |
Feedback on Dungeons in Blades of Avernum | |
Off With Their Heads
Member # 4045
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written Sunday, August 1 2004 23:03
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Perhaps Spiderweb's site needs to stress more that scenarios are completely cross-platform except for the graphics files, which are easily converted using virtually any paint program. We get an awful lot of people who don't know that. Anyone else think so? -------------------- 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 |