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move_to_new_town limitation in Blades of Avernum Editor
Apprentice
Member # 4123
Profile #7
I don't suppose anyone has found a way around this limitation. I also wrote a script like that and it really bugs me that I can't use a terrain script for things like going down stairs. Terrain scripts and memory cells would be a lot simpler than writing a new special encounter for ever stairway/ladder.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
move_to_new_town limitation in Blades of Avernum
Apprentice
Member # 4123
Profile #7
I don't suppose anyone has found a way around this limitation. I also wrote a script like that and it really bugs me that I can't use a terrain script for things like going down stairs. Terrain scripts and memory cells would be a lot simpler than writing a new special encounter for ever stairway/ladder.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
BoA Bugs in Blades of Avernum Editor
Apprentice
Member # 4123
Profile #14
Aww hell... I was just about to ask how I could jump between towns from a terrain script. Looks like I wrote that script for nothing. Grrrr...
Posts: 21 | Registered: Saturday, March 20 2004 08:00
BoA Bugs in Blades of Avernum
Apprentice
Member # 4123
Profile #14
Aww hell... I was just about to ask how I could jump between towns from a terrain script. Looks like I wrote that script for nothing. Grrrr...
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Scripting Question- Neutralize at 1/4 in Blades of Avernum Editor
Apprentice
Member # 4123
Profile #15
It doesn't make a difference either way it would seem. I still get the same error. It is in the char_give_item / char_take_item calls. At least I think so. The if statement works fine. I put a little print call right after it to test if it does actually work, and that's not the problem.

if (char_has_item(my_number(),447) == 1) {
@@@@@print_str("Yep");
@@@@@print_big_str("I am ",my_number()," !");
@@@@@char_take_item(my_number(),447);
@@@@@}

(@ characters to fill in space)
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Scripting Question- Neutralize at 1/4 in Blades of Avernum
Apprentice
Member # 4123
Profile #15
It doesn't make a difference either way it would seem. I still get the same error. It is in the char_give_item / char_take_item calls. At least I think so. The if statement works fine. I put a little print call right after it to test if it does actually work, and that's not the problem.

if (char_has_item(my_number(),447) == 1) {
@@@@@print_str("Yep");
@@@@@print_big_str("I am ",my_number()," !");
@@@@@char_take_item(my_number(),447);
@@@@@}

(@ characters to fill in space)
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Night/Day in Blades of Avernum Editor
Apprentice
Member # 4123
Profile #4
Hmm... the outdoor script idea wasn't good. I think you could, however, use a terrain script for the effect I mentioned earlier. It should be able to update every 8 turns (or more if you'd like) just like a character. You could use that to switch terrain types. I think.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Night/Day in Blades of Avernum
Apprentice
Member # 4123
Profile #4
Hmm... the outdoor script idea wasn't good. I think you could, however, use a terrain script for the effect I mentioned earlier. It should be able to update every 8 turns (or more if you'd like) just like a character. You could use that to switch terrain types. I think.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Mac or PC? in General
Apprentice
Member # 4123
Profile #56
Whatever the latest version of mac osX is currently. 10.3.3 at the moment I believe. I'm pretty sure the hardware is fairly evenly matched. The difference for me is the os. I like the way it looks, the way it operates, the way I almost have to TRY to crash it. Other than some hangs when you suddenly disconnect it from your LAN that sometimes happen (that have been mostly fixed) it is SOLID. Plus I like poking around in Unix.

To me, macs are the luxury cars of the computing world. You pay more, you have a harder time finding someone to fix it if it DOES break, and accessories can be harder to find. But if you have the money and the know how, its a smooth ride with minimal effort (and a speedy one when needed). And if you don't have the know how to fix computers when the break, apple's tech support might be good, I really don't know. Find a CompUSA, they'll point you to someone. Except to play a few games that aren't out for macs, the isn't any reason that I can think of that I would want to use windows. As for Linux, I like macs better. A nice, relatively simple interface, sitting on a powerful and secure FreeBSD Unix core. I can be geeky or lazy depending on my mood.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Night/Day in Blades of Avernum Editor
Apprentice
Member # 4123
Profile #2
If you have the scripting knowledge or the patience to learn, (I don't have either right now I'm afraid. I'm going nuts with another problem.) you could probably have some outdoor script that changes floor tiles for you depending on what time of day it is. To keep it (relatively) simple, just create a couple of new terrain types with the same graphic as the one you want to use for the floor. Then use the te_icon_adjust property to lighten/darken the graphic and voila... You have three terrain graphics with the same pattern but different brightnesses. The scripting part might be a bit trickier, but I think it's doable.

That being said, that's a lot of work for a simple effect. It could look kinda neat though.

EDIT: Thinking more it, it would look cleaner if you created multiple terrains that were illuminated at different brightnesses with the te_light_radius property. The up side would be that you wouldn't have to try and figure which tiles needed to be illuminated and when. You could just change tiles to whatever amount of light you need. The down side is you would have at least one tile that would go straight from light to dark. You could combine the two techniques for a really nice effect, but it might take more work and tweaking than you'll want to do.

[ Monday, March 29, 2004 16:37: Message edited by: macman0 ]
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Night/Day in Blades of Avernum
Apprentice
Member # 4123
Profile #2
If you have the scripting knowledge or the patience to learn, (I don't have either right now I'm afraid. I'm going nuts with another problem.) you could probably have some outdoor script that changes floor tiles for you depending on what time of day it is. To keep it (relatively) simple, just create a couple of new terrain types with the same graphic as the one you want to use for the floor. Then use the te_icon_adjust property to lighten/darken the graphic and voila... You have three terrain graphics with the same pattern but different brightnesses. The scripting part might be a bit trickier, but I think it's doable.

That being said, that's a lot of work for a simple effect. It could look kinda neat though.

EDIT: Thinking more it, it would look cleaner if you created multiple terrains that were illuminated at different brightnesses with the te_light_radius property. The up side would be that you wouldn't have to try and figure which tiles needed to be illuminated and when. You could just change tiles to whatever amount of light you need. The down side is you would have at least one tile that would go straight from light to dark. You could combine the two techniques for a really nice effect, but it might take more work and tweaking than you'll want to do.

[ Monday, March 29, 2004 16:37: Message edited by: macman0 ]
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Question about thrown objects in Blades of Avernum Editor
Apprentice
Member # 4123
Profile #4
Thanks. So as long as I make my objects magic, they should always disappear in future versions... Hmm... Very helpful indeed. :D
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Question about thrown objects in Blades of Avernum
Apprentice
Member # 4123
Profile #4
Thanks. So as long as I make my objects magic, they should always disappear in future versions... Hmm... Very helpful indeed. :D
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Scripting Question- Neutralize at 1/4 in Blades of Avernum Editor
Apprentice
Member # 4123
Profile #13
Well... It's not the "ME" that won't work. Either way though, it seems to be a moot point. The 100% life saving objects only seem to work about 85% of the time so. So... good luck whoever needed help. I tried. :P
This "Peculiar Error. Undefined Function Called." thing really bugs me though. I can't find that error listed anywhere. So it really is a bit... peculiar.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Scripting Question- Neutralize at 1/4 in Blades of Avernum
Apprentice
Member # 4123
Profile #13
Well... It's not the "ME" that won't work. Either way though, it seems to be a moot point. The 100% life saving objects only seem to work about 85% of the time so. So... good luck whoever needed help. I tried. :P
This "Peculiar Error. Undefined Function Called." thing really bugs me though. I can't find that error listed anywhere. So it really is a bit... peculiar.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Scripting Question- Neutralize at 1/4 in Blades of Avernum Editor
Apprentice
Member # 4123
Profile #11
I've been testing my ideas here (I need the script practice) and I have the life saving item working... most of the time. And the turn friendly script working... pretty much all of the time. But I can't get the command to remove the object to work. It keeps saying "Peculiar Error. Undefined Function." Or something like that anyway.

if (char_has_item(ME,447))
char_take_item(ME,447);

What am I doing wrong in the above statement. The item exists, and the character DOES have it. If I just put a little print statement after the if line it goes through just fine and prints the line for me. So I think it's the char_take_item command. I just don't see what's wrong. :confused:
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Scripting Question- Neutralize at 1/4 in Blades of Avernum
Apprentice
Member # 4123
Profile #11
I've been testing my ideas here (I need the script practice) and I have the life saving item working... most of the time. And the turn friendly script working... pretty much all of the time. But I can't get the command to remove the object to work. It keeps saying "Peculiar Error. Undefined Function." Or something like that anyway.

if (char_has_item(ME,447))
char_take_item(ME,447);

What am I doing wrong in the above statement. The item exists, and the character DOES have it. If I just put a little print statement after the if line it goes through just fine and prints the line for me. So I think it's the char_take_item command. I just don't see what's wrong. :confused:
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Question about thrown objects in Blades of Avernum Editor
Apprentice
Member # 4123
Profile #2
Well... I suppose if nothing else, I can use some charged item that makes cool explosions and does damage using some scripting. I'm pretty sure that could be done. I'm just not quite sure how yet.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Question about thrown objects in Blades of Avernum
Apprentice
Member # 4123
Profile #2
Well... I suppose if nothing else, I can use some charged item that makes cool explosions and does damage using some scripting. I'm pretty sure that could be done. I'm just not quite sure how yet.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Scripting Question- Neutralize at 1/4 in Blades of Avernum Editor
Apprentice
Member # 4123
Profile #6
Well I STILL haven't taken the time to read all of the scripting info so this may be a really dumb idea, but... What if you made an item that "saves life" 100% of the time. You give the item to the character. Then, when you want the thing to die, just use some scripting magic to take it away.

*Shrugs* Just a thought, nothing more.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Scripting Question- Neutralize at 1/4 in Blades of Avernum
Apprentice
Member # 4123
Profile #6
Well I STILL haven't taken the time to read all of the scripting info so this may be a really dumb idea, but... What if you made an item that "saves life" 100% of the time. You give the item to the character. Then, when you want the thing to die, just use some scripting magic to take it away.

*Shrugs* Just a thought, nothing more.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Import outdoor section problem in Blades of Avernum Editor
Apprentice
Member # 4123
Profile #15
Well... :D If one was at a sufficiently high enough latitude, and if the planet's axis of rotation was angled away from the perpendicular (like earth's ), AND for some unknown reason the axis processed around in a circle at the same rate that the planet revolves around its star(so that one pole always pointed star-ward), that could happen. I think... That would also make one hemisphere always in summer (which could explain why those trees are always so dang green, course the might be evergreens :rolleyes: .) Of course that would make the other hemisphere perpetually frigid. Hmm... that could be fun to create.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Import outdoor section problem in Blades of Avernum
Apprentice
Member # 4123
Profile #15
Well... :D If one was at a sufficiently high enough latitude, and if the planet's axis of rotation was angled away from the perpendicular (like earth's ), AND for some unknown reason the axis processed around in a circle at the same rate that the planet revolves around its star(so that one pole always pointed star-ward), that could happen. I think... That would also make one hemisphere always in summer (which could explain why those trees are always so dang green, course the might be evergreens :rolleyes: .) Of course that would make the other hemisphere perpetually frigid. Hmm... that could be fun to create.
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Question about thrown objects in Blades of Avernum Editor
Apprentice
Member # 4123
Profile #0
Is there any way to make them disappear 100% of the time when used. Like say, for instance, I want to make an exploding dart. I don't want anyone to be able to pick it up and use it again.

(Edited for a typo.) :P

[ Saturday, March 27, 2004 02:44: Message edited by: macman0 ]
Posts: 21 | Registered: Saturday, March 20 2004 08:00
Question about thrown objects in Blades of Avernum
Apprentice
Member # 4123
Profile #0
Is there any way to make them disappear 100% of the time when used. Like say, for instance, I want to make an exploding dart. I don't want anyone to be able to pick it up and use it again.

(Edited for a typo.) :P

[ Saturday, March 27, 2004 02:44: Message edited by: macman0 ]
Posts: 21 | Registered: Saturday, March 20 2004 08:00

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