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Moving Along a Specified Path? in Blades of Avernum
Apprentice
Member # 4119
Profile #1
Newbie too, but waypoint sounds promising. I haven't looked at it yet, but that was my plan for implementing this when the time came.
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Splitting Up Party in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #3
You could use take_item_char_item(), followed by move_item_on_spot() to move and then return all of the character's items.

Although I still can't get char_take_item() to work and it's put my adventure based scenario on ice.

[ Wednesday, July 21, 2004 07:56: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Splitting Up Party in Blades of Avernum
Apprentice
Member # 4119
Profile #3
You could use take_item_char_item(), followed by move_item_on_spot() to move and then return all of the character's items.

Although I still can't get char_take_item() to work and it's put my adventure based scenario on ice.

[ Wednesday, July 21, 2004 07:56: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Anti - Parties in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #3
Hmmm, yes that be much easier.

mirrorX = (Current X - Previous X) * -1
mirrorY = (Current Y - Previous Y) * -1

Only got this at the weekend. Yesterday I didn't know about SDF's and was considering making identical looking terrains with differing ID's to change and reference and pass parameters!

Also spent all night with a script that would not provide an error, just didn't run. I'd included a then with my if statement. grrrr!
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Anti - Parties in Blades of Avernum
Apprentice
Member # 4119
Profile #3
Hmmm, yes that be much easier.

mirrorX = (Current X - Previous X) * -1
mirrorY = (Current Y - Previous Y) * -1

Only got this at the weekend. Yesterday I didn't know about SDF's and was considering making identical looking terrains with differing ID's to change and reference and pass parameters!

Also spent all night with a script that would not provide an error, just didn't run. I'd included a then with my if statement. grrrr!
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Splitting Up Party in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #1
Anyone playing may freak out if it wasn't carefully explained, and it's far from a perfect solution, but you could always kill 1 player off, then resurrect them later.
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Splitting Up Party in Blades of Avernum
Apprentice
Member # 4119
Profile #1
Anyone playing may freak out if it wasn't carefully explained, and it's far from a perfect solution, but you could always kill 1 player off, then resurrect them later.
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Anti - Parties in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #1
Yes, it's possible.

Only pseudo-code here I’m afraid, as it’s been a while since I programmed with anything as finickity & C like as AvernumScript and it’s taking me hours to get nowhere (although secretly I’m impressed, it maybe akin to conducting an auto-splenectomy with a rusted coat-hanger, but still more powerful that any other scenario editor I’ve come across).

Anyway here goes. As you can’t define any arrays of your own I’d suggest using 19 SDF’s. The 1st -for simplicities sake I’ll say sdf(0,0) - holds the direction that your party has travelled this turn; as follows:

1 2 3
4 5 6
7 8 9

i.e. if the party travels north set sdf(0,0) to 2 for this turn, south 8 etc.

The remaining 18 hold x & y offsets for the mirror move. Not sure what corner(0,0) is, assuming top left here, e.g.

0,0
|
|
|
------------ x,x

So travelling up or left is a negative value, whilst down and right are positive. However, you want the other party to travel in the opposite direction, so the values should be:

X

1 0 -1
1 0 -1
1 0 -1

Y
1 1 1
0 0 0
-1 -1 -1

If you take sdf(1,0) through (9,0) for x and sdf(1,1) through (9,1) for y.

sdf(1,0)=1
sdf(1,1) = 1
sdf(2,0)=0
sdf(2,1)=1
:
:
sdf(9,0) = -1
sdf(9,1)=-1

Then when u update the other parties location change it’s x by sdf(sdf(0,0), 0) and change the y by sdf(sdf(0,0), 1).

Maybe... :confused:

[ Wednesday, July 21, 2004 11:54: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Anti - Parties in Blades of Avernum
Apprentice
Member # 4119
Profile #1
Yes, it's possible.

Only pseudo-code here I’m afraid, as it’s been a while since I programmed with anything as finickity & C like as AvernumScript and it’s taking me hours to get nowhere (although secretly I’m impressed, it maybe akin to conducting an auto-splenectomy with a rusted coat-hanger, but still more powerful that any other scenario editor I’ve come across).

Anyway here goes. As you can’t define any arrays of your own I’d suggest using 19 SDF’s. The 1st -for simplicities sake I’ll say sdf(0,0) - holds the direction that your party has travelled this turn; as follows:

1 2 3
4 5 6
7 8 9

i.e. if the party travels north set sdf(0,0) to 2 for this turn, south 8 etc.

The remaining 18 hold x & y offsets for the mirror move. Not sure what corner(0,0) is, assuming top left here, e.g.

0,0
|
|
|
------------ x,x

So travelling up or left is a negative value, whilst down and right are positive. However, you want the other party to travel in the opposite direction, so the values should be:

X

1 0 -1
1 0 -1
1 0 -1

Y
1 1 1
0 0 0
-1 -1 -1

If you take sdf(1,0) through (9,0) for x and sdf(1,1) through (9,1) for y.

sdf(1,0)=1
sdf(1,1) = 1
sdf(2,0)=0
sdf(2,1)=1
:
:
sdf(9,0) = -1
sdf(9,1)=-1

Then when u update the other parties location change it’s x by sdf(sdf(0,0), 0) and change the y by sdf(sdf(0,0), 1).

Maybe... :confused:

[ Wednesday, July 21, 2004 11:54: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Bug Report (I think) in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #0
Is it just me, or does the call

void char_take_item(short which_char_or_group, short which_item)

not work?

I always get Peculiar Error. Undefined Function call.

Wherever I use it, whenever I use it.

For instance after the tutorial my first character has 3 amber (item 203).

take_item(203) // works :P
char_take_item(0, 203) // doesn't :(

For my script to behave correctly I need to specify the character & whilst I can think of a workaround it's ugly, inefficient and just plain wrong.

Would be interested to know if anyone else has experienced this problem, or used this call successfully.

P.S. This is with windows v1.01

Thanks,

Eldritch Cadillac.

[ Wednesday, July 21, 2004 04:08: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Bug Report (I think) in Blades of Avernum
Apprentice
Member # 4119
Profile #0
Is it just me, or does the call

void char_take_item(short which_char_or_group, short which_item)

not work?

I always get Peculiar Error. Undefined Function call.

Wherever I use it, whenever I use it.

For instance after the tutorial my first character has 3 amber (item 203).

take_item(203) // works :P
char_take_item(0, 203) // doesn't :(

For my script to behave correctly I need to specify the character & whilst I can think of a workaround it's ugly, inefficient and just plain wrong.

Would be interested to know if anyone else has experienced this problem, or used this call successfully.

P.S. This is with windows v1.01

Thanks,

Eldritch Cadillac.

[ Wednesday, July 21, 2004 04:08: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00

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