Profile for spyderbytes

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).

Recent posts

Pages

AuthorRecent posts
Custom items and Item Lore in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
I don't know, really, but I'd bet it's the value. That seems the most reasonable way of determining it. More valuable == rarer == harder to identify.

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
State not ended properly in Line 1. in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
Bit of a shot in the dark (I don't have much time to explore ATM), but try shortening your file names. I don't remember the exact limit, but I know it was stingy. :)

If that's not it and no one else comes up with the answer, I'll see if I can spot the problem when I'm not quite as rushed...

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
State not ended properly in Line 1. in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
Bit of a shot in the dark (I don't have much time to explore ATM), but try shortening your file names. I don't remember the exact limit, but I know it was stingy. :)

If that's not it and no one else comes up with the answer, I'll see if I can spot the problem when I'm not quite as rushed...

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
One at a time in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #5
quote:
Originally written by Drakefyre:

Alternatively, you can make a special node area the size of the town, and if stepped on, it turns visibility off.
Don't think that would work... you have to exit the special rectangle and re-enter it before it would be activated again, since you'd almost certainly already be IN the special rect when you use the item. Very creative idea, though. :)

If you can't get it to work the way you want with the pause() and by adding a coupla force_instant_terrain_redraw()s, you're pretty well going to have to go the route of turning it off at the start of a turn if a particular SDF is set, I think.

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
One at a time in Blades of Avernum
Shock Trooper
Member # 4180
Profile #5
quote:
Originally written by Drakefyre:

Alternatively, you can make a special node area the size of the town, and if stepped on, it turns visibility off.
Don't think that would work... you have to exit the special rectangle and re-enter it before it would be activated again, since you'd almost certainly already be IN the special rect when you use the item. Very creative idea, though. :)

If you can't get it to work the way you want with the pause() and by adding a coupla force_instant_terrain_redraw()s, you're pretty well going to have to go the route of turning it off at the start of a turn if a particular SDF is set, I think.

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
corescendata2.txt edits in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
I'd be willing to bet it's a problem with the particular change you made (i.e., some subtle bug in your code) rather than the fact that you made the change to corescendata2.

That said, changing the corescendata files is a pretty big no-no, if only from the "plays nicely with others" standpoint. It's really a simple matter to import a standard item and make changes to your copy of it. And then you don't have the horrible responsibility of trying to ensure your change works appropriately with every scenario that has been/will be written.

Even just for testing, I REALLY would recommend NOT changing the corescendata files. If nothing else, it's too easy to forget which changes are in your corescendata files and which are in the right place, when it comes time to send it off to your betatesters. Unless you really want to field angry emails about all the stuff that just flat doesn't work. :)

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
corescendata2.txt edits in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
I'd be willing to bet it's a problem with the particular change you made (i.e., some subtle bug in your code) rather than the fact that you made the change to corescendata2.

That said, changing the corescendata files is a pretty big no-no, if only from the "plays nicely with others" standpoint. It's really a simple matter to import a standard item and make changes to your copy of it. And then you don't have the horrible responsibility of trying to ensure your change works appropriately with every scenario that has been/will be written.

Even just for testing, I REALLY would recommend NOT changing the corescendata files. If nothing else, it's too easy to forget which changes are in your corescendata files and which are in the right place, when it comes time to send it off to your betatesters. Unless you really want to field angry emails about all the stuff that just flat doesn't work. :)

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Waterfalls in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
I don't recall having particular problems with the one (so far) waterfall I've used, other than not realizing, at first, that you need a height difference of 2 between the top and bottom of the falls. Looked much better once I figured that out. :)

But then, my waterfall is at the edge of the area with a lot of dark around it. :D

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Waterfalls in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
I don't recall having particular problems with the one (so far) waterfall I've used, other than not realizing, at first, that you need a height difference of 2 between the top and bottom of the falls. Looked much better once I figured that out. :)

But then, my waterfall is at the edge of the area with a lot of dark around it. :D

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Scenarios currently being worked on in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #11
quote:
Originally written by Max Power:

quote:
Originally written by Modvark:

Now im thinking about a simple beat your way through a dessert ...
Toxic custard? Killer cake?

The Pie That Ate Avernum?

Obviously, a chocolate moose... :cool:

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Scenarios currently being worked on in Blades of Avernum
Shock Trooper
Member # 4180
Profile #11
quote:
Originally written by Max Power:

quote:
Originally written by Modvark:

Now im thinking about a simple beat your way through a dessert ...
Toxic custard? Killer cake?

The Pie That Ate Avernum?

Obviously, a chocolate moose... :cool:

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Questions about the Editor in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
Yes and yes.

Since I'm guessing you'd now like to now how ;) , read the docs under "Set Variable Town Entry (Advanced)" for the former, and check out set_terrain() for the latter.

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Questions about the Editor in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
Yes and yes.

Since I'm guessing you'd now like to now how ;) , read the docs under "Set Variable Town Entry (Advanced)" for the former, and check out set_terrain() for the latter.

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Making huge games with such an editor? in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #8
BBEdit Lite (the formerly free version) is no longer being developed, but I recently discovered a link to an older version at the bottom of this page. (A friend of mine was looking for a cheap text editor.)

TextWrangler is the cheapest currently available Bare Bones text editor, at $49. BBEdit is now $179. I got mine back when you could download the free BBEdit Lite and then upgrade from it to the full BBEdit for $29. IIRC, the last BBEdit update (from 6.x to 7.x) was about $50. Times have changed... :rolleyes:

At any rate, the bottom line is I'm still not sure what to recommend as a budget text editor that's OS X native and still actively developed.

EDIT: Had a typo on current BBEdit version numbers... or I was caught in a time warp, one. :D

[ Saturday, June 12, 2004 11:17: Message edited by: spyderbytes ]

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Making huge games with such an editor? in Blades of Avernum
Shock Trooper
Member # 4180
Profile #8
BBEdit Lite (the formerly free version) is no longer being developed, but I recently discovered a link to an older version at the bottom of this page. (A friend of mine was looking for a cheap text editor.)

TextWrangler is the cheapest currently available Bare Bones text editor, at $49. BBEdit is now $179. I got mine back when you could download the free BBEdit Lite and then upgrade from it to the full BBEdit for $29. IIRC, the last BBEdit update (from 6.x to 7.x) was about $50. Times have changed... :rolleyes:

At any rate, the bottom line is I'm still not sure what to recommend as a budget text editor that's OS X native and still actively developed.

EDIT: Had a typo on current BBEdit version numbers... or I was caught in a time warp, one. :D

[ Saturday, June 12, 2004 11:17: Message edited by: spyderbytes ]

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Optional Function Parameters in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #4
You're presuming JV's interpreter can handle C++-style overrides with aplomb. I have my doubts about that.

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Optional Function Parameters in Blades of Avernum
Shock Trooper
Member # 4180
Profile #4
You're presuming JV's interpreter can handle C++-style overrides with aplomb. I have my doubts about that.

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Optional Function Parameters in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #2
quote:
Originally written by Grey-Eyed Stranger:

Would be a good timesaving idea, and makes for cleaner code.
Timesaving? Three or four keystrokes (depending on whether you omit or use spaces between parameters). I don't know about you, but I don't make enough message_dialog calls (or any other calls with null parms, either) for that to add up to much. :)

As for cleaner code, I'd say it's a matter of opinion. It could be argued it leads to sloppier code, as well as confusion when newbs don't realize you CAN pass more than one parm to a particular call.

Regardless, this would be low on my own personal list of changes I'd like to see made to Avernumscript. For the amount of time it would take JV to implement, I'm not sure all of us combined would save enough of our own time to balance. :D

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Optional Function Parameters in Blades of Avernum
Shock Trooper
Member # 4180
Profile #2
quote:
Originally written by Grey-Eyed Stranger:

Would be a good timesaving idea, and makes for cleaner code.
Timesaving? Three or four keystrokes (depending on whether you omit or use spaces between parameters). I don't know about you, but I don't make enough message_dialog calls (or any other calls with null parms, either) for that to add up to much. :)

As for cleaner code, I'd say it's a matter of opinion. It could be argued it leads to sloppier code, as well as confusion when newbs don't realize you CAN pass more than one parm to a particular call.

Regardless, this would be low on my own personal list of changes I'd like to see made to Avernumscript. For the amount of time it would take JV to implement, I'm not sure all of us combined would save enough of our own time to balance. :D

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
We know about Geneforge 3...but what's next? in General
Shock Trooper
Member # 4180
Profile #33
quote:
Originally written by Syntyrael:

I think SW should make a good RPG game that's all magic based. Warrior classes are aways boring for me, and I can never get enough magic...
To pick up on the part of this that everyone else has ignored thus far in their fervor for or against FF IMAGE(smile001.gif) , I would certainly hope this never happens... I'm exactly the opposite. I wanna run up and start hacking on things. To Hades with this pansy spell casting crap... I wanna slash the living daylights outta the baddies with my vast strength and trusty sword. Nothing starts the day off right like a good blood shower, up close and personal, toe to toe. IMAGE(biggrin0.gif) And I can never get enough stat bonuses/buffs or a deadly enough sword...

Which is, of course, exactly why RPGs have both melee and caster/ranged types, to keep both you and me happy. IMAGE(smile001.gif)

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Who triggered this script? in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #5
Welp, then, the EASIEST way to do it would be to do what needs to be done from a terrain script, if possible, rather than a special encounter rectangle. There are a couple of calls (most notably move_to_new_town()) that won't work except from a special encounter, however.

If that won't work, the next easiest might be to set a SDF, and check it at the beginning of the next round (after the char has actually moved into the spot). Then you can just check the loc of party members to see if they match up.

Otherwise, I'm not sure what I'd try, but I might still think of something. :)

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Who triggered this script? in Blades of Avernum
Shock Trooper
Member # 4180
Profile #5
Welp, then, the EASIEST way to do it would be to do what needs to be done from a terrain script, if possible, rather than a special encounter rectangle. There are a couple of calls (most notably move_to_new_town()) that won't work except from a special encounter, however.

If that won't work, the next easiest might be to set a SDF, and check it at the beginning of the next round (after the char has actually moved into the spot). Then you can just check the loc of party members to see if they match up.

Otherwise, I'm not sure what I'd try, but I might still think of something. :)

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Should the text be mac or pc formated? in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #4
I have BBEdit (on a Mac) set to use Unix line endings by default, and it works just fine. So yeah, I'd guess line endings just don't make any difference.

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Should the text be mac or pc formated? in Blades of Avernum
Shock Trooper
Member # 4180
Profile #4
I have BBEdit (on a Mac) set to use Unix line endings by default, and it works just fine. So yeah, I'd guess line endings just don't make any difference.

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Who triggered this script? in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #3
Will the char_who_activated_script() or get_char_who_stepped_on() calls not work for what you're doing?

EDIT: Mis-remembered what one of the calls was. :)

[ Wednesday, June 02, 2004 14:07: Message edited by: spyderbytes ]

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00

Pages