Profile for spyderbytes
Field | Value |
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Displayed name | spyderbytes |
Member number | 4180 |
Title | Shock Trooper |
Postcount | 200 |
Homepage | |
Registered | Wednesday, March 31 2004 08:00 |
Recent posts
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Author | Recent posts |
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Calls that we wish existed in Blades of Avernum Editor | |
Shock Trooper
Member # 4180
|
written Tuesday, April 6 2004 14:04
Profile
has_item_of_variety(short which_variety, short take_item) Just like has_item_of_class, but works with variety (food, armor, weapon, object, etc.). -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Calls that we wish existed in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Tuesday, April 6 2004 14:04
Profile
has_item_of_variety(short which_variety, short take_item) Just like has_item_of_class, but works with variety (food, armor, weapon, object, etc.). -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Am I missing something? (food items) in Blades of Avernum Editor | |
Shock Trooper
Member # 4180
|
written Tuesday, April 6 2004 13:58
Profile
Yikes! That's way more work than the importance of this exchange to my scenario. :) I'll either figure out something different or make the NPC picky about what he eats. ;) I would have thought there would be a simple single call for this, since Jeff is most likely grouping all food together somewhere internally (to facilitate taking some when the party sleeps or enters certain terrain types or whatever). I mean, if all food has the same value for 'variety', he's bound to have some way to query inventory by variety, I would think. It's likely just not public. Thanks for explaining how to do it, though. :) -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Am I missing something? (food items) in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Tuesday, April 6 2004 13:58
Profile
Yikes! That's way more work than the importance of this exchange to my scenario. :) I'll either figure out something different or make the NPC picky about what he eats. ;) I would have thought there would be a simple single call for this, since Jeff is most likely grouping all food together somewhere internally (to facilitate taking some when the party sleeps or enters certain terrain types or whatever). I mean, if all food has the same value for 'variety', he's bound to have some way to query inventory by variety, I would think. It's likely just not public. Thanks for explaining how to do it, though. :) -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Am I missing something? (food items) in Blades of Avernum Editor | |
Shock Trooper
Member # 4180
|
written Tuesday, April 6 2004 13:05
Profile
Umm... that doesn't answer my question (perhaps I asked it badly?). Food items do show up in inventory. What I'm wanting to do is to give the player a choice to give a (generic) food item to a NPC. Obviously, the option should only come up in dialog if someone in the party actually has a food item. But I don't care WHAT particular food item (fish, bread, steak, whatever) it might be. So... do I have to check for each food item the party MIGHT have individually (until I find one or work through every possible food item), or is there an easy way? -spdyerbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Am I missing something? (food items) in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Tuesday, April 6 2004 13:05
Profile
Umm... that doesn't answer my question (perhaps I asked it badly?). Food items do show up in inventory. What I'm wanting to do is to give the player a choice to give a (generic) food item to a NPC. Obviously, the option should only come up in dialog if someone in the party actually has a food item. But I don't care WHAT particular food item (fish, bread, steak, whatever) it might be. So... do I have to check for each food item the party MIGHT have individually (until I find one or work through every possible food item), or is there an easy way? -spdyerbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Am I missing something? (food items) in Blades of Avernum Editor | |
Shock Trooper
Member # 4180
|
written Tuesday, April 6 2004 12:47
Profile
Is there an easy way to check if the party has any food items and take one away? Without checking for each individual type of food item, that is. -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Am I missing something? (food items) in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Tuesday, April 6 2004 12:47
Profile
Is there an easy way to check if the party has any food items and take one away? Without checking for each individual type of food item, that is. -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
BoA Editor Cookbook in Blades of Avernum Editor | |
Shock Trooper
Member # 4180
|
written Tuesday, April 6 2004 01:56
Profile
quote:Umm, not to quibble (OK, maybe I'm quibbling just a bit ;) ), but AFAIK, 'dialogue' is simply an archaic spelling of 'dialog' (the modern, more accepted spelling). They're called dialog boxes because it's a metaphor for carrying on a conversation between you and your computer. :) To the subject at hand: this looks terrific! Thanks for doing this! :) -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
BoA Editor Cookbook in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Tuesday, April 6 2004 01:56
Profile
quote:Umm, not to quibble (OK, maybe I'm quibbling just a bit ;) ), but AFAIK, 'dialogue' is simply an archaic spelling of 'dialog' (the modern, more accepted spelling). They're called dialog boxes because it's a metaphor for carrying on a conversation between you and your computer. :) To the subject at hand: this looks terrific! Thanks for doing this! :) -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Poison spitting creature script in Blades of Avernum Editor | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 22:08
Profile
There are probably some optimizations that can be made to this (I'm an Avernumscript noob), but it should be pretty safe and generic. Enjoy! :) -spyderbytes [ Monday, April 05, 2004 22:09: Message edited by: spyderbytes ] -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Poison spitting creature script in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 22:08
Profile
There are probably some optimizations that can be made to this (I'm an Avernumscript noob), but it should be pretty safe and generic. Enjoy! :) -spyderbytes [ Monday, April 05, 2004 22:09: Message edited by: spyderbytes ] -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Getting rid of webs in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 20:55
Profile
quote:As well as in the dialog that comes up the very first time you get webbed. :) -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
what's wrong with this code? in Blades of Avernum Editor | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 19:33
Profile
At the risk of making a pest of myself, I'd like to know why this doesn't work. :) I decided to code around the problem with damage_near_loc passing through walls, and came up with this: That seems to me as if it should work, but any character that's adjacent ends up taking damage four times, instead of only once. So where did I go wrong? -spyderbytes EDIT: DOH! It's always the simple gotchas. :D Adding last_abil_time = get_current_tick(); before the last curly bracket makes it work as expected. Sorry 'bout dat! [ Monday, April 05, 2004 20:28: Message edited by: spyderbytes ] -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
what's wrong with this code? in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 19:33
Profile
At the risk of making a pest of myself, I'd like to know why this doesn't work. :) I decided to code around the problem with damage_near_loc passing through walls, and came up with this: That seems to me as if it should work, but any character that's adjacent ends up taking damage four times, instead of only once. So where did I go wrong? -spyderbytes EDIT: DOH! It's always the simple gotchas. :D Adding last_abil_time = get_current_tick(); before the last curly bracket makes it work as expected. Sorry 'bout dat! [ Monday, April 05, 2004 20:28: Message edited by: spyderbytes ] -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
intended behavior? (damage_near_loc) in Blades of Avernum Editor | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 18:36
Profile
You wouldn't need AoE spells to have what (to me) would be correct behavior for this call. Seems to me it would just be a check with the pathfinding algorithm to see if the path from the damager's current loc to the loc in question is range squares or less. Sure, my spider COULD go out the door, around the building and into the shop in question, but not in 'range' moves. So it shouldn't do damage there. Of course, not knowing the particulars of the implementation, such a call to the pathfinding algorithm might be prohibitively expensive. In that case, current behavior would be correct (not to say optimal ;) ). -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
intended behavior? (damage_near_loc) in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 18:36
Profile
You wouldn't need AoE spells to have what (to me) would be correct behavior for this call. Seems to me it would just be a check with the pathfinding algorithm to see if the path from the damager's current loc to the loc in question is range squares or less. Sure, my spider COULD go out the door, around the building and into the shop in question, but not in 'range' moves. So it shouldn't do damage there. Of course, not knowing the particulars of the implementation, such a call to the pathfinding algorithm might be prohibitively expensive. In that case, current behavior would be correct (not to say optimal ;) ). -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
intended behavior? (damage_near_loc) in Blades of Avernum Editor | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 17:54
Profile
OK... I decided my spiders still weren't quite challenging enough, so I decided to have them spit poison every couple of turns to soften up the melee types standing adjacent to them and hacking at them. damage_near_loc seemed the perfect candidate for that, and works perfectly EXCEPT... a shopkeeper on the other side of a stone wall from the spiders also gets poisoned. :) It's a simple enough matter to move the shopkeeper far enough away from the wall to not get poisoned. I just expected intervening impassible terrain to block the damage, so I'm wondering if the current behavior is intended or a bug. -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
intended behavior? (damage_near_loc) in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 17:54
Profile
OK... I decided my spiders still weren't quite challenging enough, so I decided to have them spit poison every couple of turns to soften up the melee types standing adjacent to them and hacking at them. damage_near_loc seemed the perfect candidate for that, and works perfectly EXCEPT... a shopkeeper on the other side of a stone wall from the spiders also gets poisoned. :) It's a simple enough matter to move the shopkeeper far enough away from the wall to not get poisoned. I just expected intervening impassible terrain to block the damage, so I'm wondering if the current behavior is intended or a bug. -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
special items in Blades of Avernum Editor | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 17:02
Profile
Hmmm... good point, so I changed it. Thanks for the tip! :) -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
special items in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 17:02
Profile
Hmmm... good point, so I changed it. Thanks for the tip! :) -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
special items in Blades of Avernum Editor | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 16:25
Profile
I'm not sure I understand why that would be safer, at least as long as I'm sure (and I am) there's no chance of other hostiles nearby in this particular town. Am I missing something? -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
special items in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 16:25
Profile
I'm not sure I understand why that would be safer, at least as long as I'm sure (and I am) there's no chance of other hostiles nearby in this particular town. Am I missing something? -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Article - Why? in Blades of Avernum Editor | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 16:09
Profile
quote:While hoping I can avoid adding fuel to a smouldering fire, I have to say I completely agree with that statement. In a CRPG, story is a vehicle and gameplay is the driver. While most people would prefer to ride in style in a luxury vehicle, just sitting in one that isn't going anywhere isn't overly enjoyable--or at least not for long. :) "Story" seems to be the Holy Grail that has replaced "realism" in what hardcore fanatics ask for these days. Don't get me wrong, both are Good Things(TM) and need to be there--but both also need to take a back seat to fun when they get in its way. As I'm sure someone will see fit to question my credentials for making such a statement, I'll say I spent many a year doing professional game design. I'm retired now (for health reasons), but the principals remain unchanging. I've read the reviews of Jeff's scenarios, and have to respectfully disagree with many of the negative comments. Are his scenarios perfect? Far from it. Could they have better stories? Most likely. But story served its purpose in them, to me at least. It kept me interested enough to play the scenarios through to the end (and I assure you there are many, many CRPGs I can't say that for)--and have fun by doing so. That's what games are all about. :) -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Article - Why? in Blades of Avernum | |
Shock Trooper
Member # 4180
|
written Monday, April 5 2004 16:09
Profile
quote:While hoping I can avoid adding fuel to a smouldering fire, I have to say I completely agree with that statement. In a CRPG, story is a vehicle and gameplay is the driver. While most people would prefer to ride in style in a luxury vehicle, just sitting in one that isn't going anywhere isn't overly enjoyable--or at least not for long. :) "Story" seems to be the Holy Grail that has replaced "realism" in what hardcore fanatics ask for these days. Don't get me wrong, both are Good Things(TM) and need to be there--but both also need to take a back seat to fun when they get in its way. As I'm sure someone will see fit to question my credentials for making such a statement, I'll say I spent many a year doing professional game design. I'm retired now (for health reasons), but the principals remain unchanging. I've read the reviews of Jeff's scenarios, and have to respectfully disagree with many of the negative comments. Are his scenarios perfect? Far from it. Could they have better stories? Most likely. But story served its purpose in them, to me at least. It kept me interested enough to play the scenarios through to the end (and I assure you there are many, many CRPGs I can't say that for)--and have fun by doing so. That's what games are all about. :) -spyderbytes -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |