Profile for Walker White
Field | Value |
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Displayed name | Walker White |
Member number | 4127 |
Title | Apprentice |
Postcount | 48 |
Homepage | |
Registered | Saturday, March 20 2004 08:00 |
Recent posts
Pages
Author | Recent posts |
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Am I missing something? (food items) in Blades of Avernum | |
Apprentice
Member # 4127
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written Tuesday, April 6 2004 13:38
Profile
quote:Simple. I copied Bread into slot 450 which is the first empty item slot. I then cleared slot 4 (you can redefine ANY item slot you want) so that I could alter it. I loaded in all the data for Bread (which is now in slot 450) and added the extra definition to give it a special class. Rinse, lather, repeat. You cannot just say begindefineitem 4 as that will erase all the old Bread information. And I did not want to leave Bread as item 450, as then I would have two different types of Bread. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Am I missing something? (food items) in Blades of Avernum Editor | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 13:35
Profile
quote:Heh. The danger of not reading before I post. This was a mistake and I editted while you posted. I copied the example from the Chitrach level bump in VoDT (which is creature, not item). I forgot to make definecreature as defineitem everywhere. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Am I missing something? (food items) in Blades of Avernum | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 13:35
Profile
quote:Heh. The danger of not reading before I post. This was a mistake and I editted while you posted. I copied the example from the Chitrach level bump in VoDT (which is creature, not item). I forgot to make definecreature as defineitem everywhere. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Aggravating Bug in Blades of Avernum Editor | |
Apprentice
Member # 4127
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written Tuesday, April 6 2004 13:31
Profile
It won't be a problem if Jeff is a good programming language designer and does not eliminate the old API, just adding new ones. We will be fine. It may affect the scenario design contest. But then, by waiting until the Windows one is done, he will probably level the playing field a bit there. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Aggravating Bug in Blades of Avernum | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 13:31
Profile
It won't be a problem if Jeff is a good programming language designer and does not eliminate the old API, just adding new ones. We will be fine. It may affect the scenario design contest. But then, by waiting until the Windows one is done, he will probably level the playing field a bit there. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Am I missing something? (food items) in Blades of Avernum Editor | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 13:25
Profile
quote:You will have to change food and give it a special class (say 0). To do this, in your scenario data file, do things like this and so on. If you do this for all the foods, you can use the item_of_class functions everywhere to query for food. Edit: Newtfeet beat me to the post. [ Tuesday, April 06, 2004 13:27: Message edited by: Walker White ] Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Am I missing something? (food items) in Blades of Avernum | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 13:25
Profile
quote:You will have to change food and give it a special class (say 0). To do this, in your scenario data file, do things like this and so on. If you do this for all the foods, you can use the item_of_class functions everywhere to query for food. Edit: Newtfeet beat me to the post. [ Tuesday, April 06, 2004 13:27: Message edited by: Walker White ] Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Post yer monster scripts here in Blades of Avernum Editor | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 08:22
Profile
quote:Shorts can be negative. So if x = 2, x = 1 - x makes -1, not 0. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Post yer monster scripts here in Blades of Avernum | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 08:22
Profile
quote:Shorts can be negative. So if x = 2, x = 1 - x makes -1, not 0. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
AvernumScript Ideosyncracies in Blades of Avernum Editor | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 08:21
Profile
quote:Oh. That's a typo in the post. It's okay in the actual script (which is actually more complicated. Compare if (who_hit_me() >= 0 && dist_to_char(who_hit_me() <= 2)) { which has problems with if (who_hit_me() >= 0) { if (dist_to_char(who_hit_me() <= 2)) { which works. I have tested the function. It's a short-circuit issue. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
AvernumScript Ideosyncracies in Blades of Avernum | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 08:21
Profile
quote:Oh. That's a typo in the post. It's okay in the actual script (which is actually more complicated. Compare if (who_hit_me() >= 0 && dist_to_char(who_hit_me() <= 2)) { which has problems with if (who_hit_me() >= 0) { if (dist_to_char(who_hit_me() <= 2)) { which works. I have tested the function. It's a short-circuit issue. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Blades Out Fight in Blades of Avernum Editor | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 06:37
Profile
quote:You are right. I just tried it on the original, and nothing. Oh well, so much for that idea. [ Tuesday, April 06, 2004 06:37: Message edited by: Walker White ] Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Blades Out Fight in Blades of Avernum | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 06:37
Profile
quote:You are right. I just tried it on the original, and nothing. Oh well, so much for that idea. [ Tuesday, April 06, 2004 06:37: Message edited by: Walker White ] Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Calls that we wish existed in Blades of Avernum Editor | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 06:17
Profile
Thought of two more: item_uses_in_slot(short which_char, short which_slot); and item_uses_on_loc(short loc_x, short loc_y). Returns the number of charges of the requisite specific item (not an item type).alter_item_uses_in_slot(short which_char, short which_slot, short amount); and alter_item_uses_on_loc(short loc_x, short loc_y, short amount). Recharges or drains item.EDIT: I just realized that there can be multiple items on a space. So only the item_uses_in_slot() [there can only be one wand in a slot] will work for these calls. The location ones are right out. [ Tuesday, April 06, 2004 15:02: Message edited by: Walker White ] Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Calls that we wish existed in Blades of Avernum | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 06:17
Profile
Thought of two more: item_uses_in_slot(short which_char, short which_slot); and item_uses_on_loc(short loc_x, short loc_y). Returns the number of charges of the requisite specific item (not an item type).alter_item_uses_in_slot(short which_char, short which_slot, short amount); and alter_item_uses_on_loc(short loc_x, short loc_y, short amount). Recharges or drains item.EDIT: I just realized that there can be multiple items on a space. So only the item_uses_in_slot() [there can only be one wand in a slot] will work for these calls. The location ones are right out. [ Tuesday, April 06, 2004 15:02: Message edited by: Walker White ] Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
intended behavior? (damage_near_loc) in Blades of Avernum Editor | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 06:09
Profile
quote:The simplest solution is probably just to use the can_see calls for area effect attacks. If you cannot see the square, then some terrain is blocking it. This differs from the pathfinding as it would allow stuff to go through windows (which is probably a desirable effect). Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
intended behavior? (damage_near_loc) in Blades of Avernum | |
Apprentice
Member # 4127
|
written Tuesday, April 6 2004 06:09
Profile
quote:The simplest solution is probably just to use the can_see calls for area effect attacks. If you cannot see the square, then some terrain is blocking it. This differs from the pathfinding as it would allow stuff to go through windows (which is probably a desirable effect). Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Blades Out Fight in Blades of Avernum Editor | |
Apprentice
Member # 4127
|
written Monday, April 5 2004 18:52
Profile
To anyone who knows: If I copy Blades of Avernum Out Fight and stick it into my scenario folder, will it use the copy or the original in the Files folder for the random encounter towns? Initial experimentation suggest that the original is loaded and the copy is ignored. However, I just want to be sure. In a nutshell, it would be nice to script the outdoor encounter towns without replacing the original Out Fight (which would script all scenarios: Bad!). Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Blades Out Fight in Blades of Avernum | |
Apprentice
Member # 4127
|
written Monday, April 5 2004 18:52
Profile
To anyone who knows: If I copy Blades of Avernum Out Fight and stick it into my scenario folder, will it use the copy or the original in the Files folder for the random encounter towns? Initial experimentation suggest that the original is loaded and the copy is ignored. However, I just want to be sure. In a nutshell, it would be nice to script the outdoor encounter towns without replacing the original Out Fight (which would script all scenarios: Bad!). Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
char_on_spot...? in Blades of Avernum Editor | |
Apprentice
Member # 4127
|
written Monday, April 5 2004 17:21
Profile
One more thing. To make it a little more efficient, you want to write (now that I know the UBB for code) Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
char_on_spot...? in Blades of Avernum | |
Apprentice
Member # 4127
|
written Monday, April 5 2004 17:21
Profile
One more thing. To make it a little more efficient, you want to write (now that I know the UBB for code) Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Calls that we wish existed in Blades of Avernum Editor | |
Apprentice
Member # 4127
|
written Monday, April 5 2004 17:06
Profile
quote:What are you asking for here? Are you wanting the creature script to be called in the middle of movement and tell you the next square in the path computed by the path-finding algorithm? Or is it something else? Because the former would be really expensive. quote:That will almost certainly break the path-finding algorithms; badly. Yeah, it would be great, but I doubt we will ever see that. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Calls that we wish existed in Blades of Avernum | |
Apprentice
Member # 4127
|
written Monday, April 5 2004 17:06
Profile
quote:What are you asking for here? Are you wanting the creature script to be called in the middle of movement and tell you the next square in the path computed by the path-finding algorithm? Or is it something else? Because the former would be really expensive. quote:That will almost certainly break the path-finding algorithms; badly. Yeah, it would be great, but I doubt we will ever see that. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Post yer monster scripts here in Blades of Avernum Editor | |
Apprentice
Member # 4127
|
written Sunday, April 4 2004 16:38
Profile
quote:True. I was thinking that you cannot do it in unary instances such as !char_ok(x), but I guess in all those cases you just do (char_ok(x) == FALSE). So maybe that's not too bad. It would be nice, however, to have !x available for making x = 1 if 0 and 0 if anything else. Right now that requires an if-branch. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |
Post yer monster scripts here in Blades of Avernum | |
Apprentice
Member # 4127
|
written Sunday, April 4 2004 16:38
Profile
quote:True. I was thinking that you cannot do it in unary instances such as !char_ok(x), but I guess in all those cases you just do (char_ok(x) == FALSE). So maybe that's not too bad. It would be nice, however, to have !x available for making x = 1 if 0 and 0 if anything else. Right now that requires an if-branch. Posts: 48 | Registered: Saturday, March 20 2004 08:00 |