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special items in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #6
Actually, my jug-guardian spiders already have a custom script for some custom targeting AI, so that part isn't a problem. What was originally holding me up was trying to figure out how to give the special item when the last spider died, and not for each one (and that's why I wanted to place it in a nearby container, as I would a normal item).

But then I discovered friends_nearby, and now all's well with the world. :) I've changed it so I'm granting the special item when friends_nearby returns 0 (meaning all the others are already dead when this one dies). So, problem solved. :)

Thanks for the help!

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
special items in Blades of Avernum
Shock Trooper
Member # 4180
Profile #6
Actually, my jug-guardian spiders already have a custom script for some custom targeting AI, so that part isn't a problem. What was originally holding me up was trying to figure out how to give the special item when the last spider died, and not for each one (and that's why I wanted to place it in a nearby container, as I would a normal item).

But then I discovered friends_nearby, and now all's well with the world. :) I've changed it so I'm granting the special item when friends_nearby returns 0 (meaning all the others are already dead when this one dies). So, problem solved. :)

Thanks for the help!

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
special items in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #3
quote:
Originally written by Drakefyre:

Well, you'd have to give it to the party in a script.
I knew I didn't see any other way, but I thought (hoped?) I might have been missing something. :)

quote:
Generally, putting special items in crates and barrels is a bad idea because they can be pushed around, which would mean that your special node would sometimes be on a space without the crate. Using a chest or some sort of terrain would be better.
Hmm... good point. I'm actually accomplishing pretty much exactly what I want with a normal ol' item right now. The only reason I was thinking of making it a special item is that it's the item necessary to complete a quest, and it looks like junk (actually it is... the scenario I'm working on is a lampoon of the worser variety of homegrown CRPGs ;) ).

It's basically just the jug item. But I made mine with an icon color shift and gave it a slightly different name, so maybe that will be good enough. I just didn't want the player leaving it behind or throwing it out because s/he thought it was junk if s/he stumbled across it before receiving the quest to "FedEx" it to the NPC too lazy to get it himself. :D

-spyderbytes

(edited for grammar)

[ Monday, April 05, 2004 01:03: Message edited by: spyderbytes ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
special items in Blades of Avernum
Shock Trooper
Member # 4180
Profile #3
quote:
Originally written by Drakefyre:

Well, you'd have to give it to the party in a script.
I knew I didn't see any other way, but I thought (hoped?) I might have been missing something. :)

quote:
Generally, putting special items in crates and barrels is a bad idea because they can be pushed around, which would mean that your special node would sometimes be on a space without the crate. Using a chest or some sort of terrain would be better.
Hmm... good point. I'm actually accomplishing pretty much exactly what I want with a normal ol' item right now. The only reason I was thinking of making it a special item is that it's the item necessary to complete a quest, and it looks like junk (actually it is... the scenario I'm working on is a lampoon of the worser variety of homegrown CRPGs ;) ).

It's basically just the jug item. But I made mine with an icon color shift and gave it a slightly different name, so maybe that will be good enough. I just didn't want the player leaving it behind or throwing it out because s/he thought it was junk if s/he stumbled across it before receiving the quest to "FedEx" it to the NPC too lazy to get it himself. :D

-spyderbytes

(edited for grammar)

[ Monday, April 05, 2004 01:03: Message edited by: spyderbytes ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
hostile creatures in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #2
Ah... no wonder I couldn't tell any difference switching a lone hostile creature back and forth between Type A and Type B. :D

I hadn't even gotten around to thinking about factions yet, but nice to know it's covered, at least in a basic fashion. :)

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
hostile creatures in Blades of Avernum
Shock Trooper
Member # 4180
Profile #2
Ah... no wonder I couldn't tell any difference switching a lone hostile creature back and forth between Type A and Type B. :D

I hadn't even gotten around to thinking about factions yet, but nice to know it's covered, at least in a basic fashion. :)

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
special items in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #0
The docs for special items seem pretty skimpy (to say the least). :confused: Is it possible for the party to find a special item in, say, a crate (after killing the monster guarding it)? Or does it have to be granted programmatically?

If the former will work, how? I can't figure out how to place anything but regular items in the editor.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
special items in Blades of Avernum
Shock Trooper
Member # 4180
Profile #0
The docs for special items seem pretty skimpy (to say the least). :confused: Is it possible for the party to find a special item in, say, a crate (after killing the monster guarding it)? Or does it have to be granted programmatically?

If the former will work, how? I can't figure out how to place anything but regular items in the editor.

--------------------
-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
hostile creatures in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #0
I can't find anything on this in the docs... what's the difference between Hostile, Type A and Hostile, Type B?

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
hostile creatures in Blades of Avernum
Shock Trooper
Member # 4180
Profile #0
I can't find anything on this in the docs... what's the difference between Hostile, Type A and Hostile, Type B?

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
improvements for geneforge 3.... your thoughts in Geneforge Series
Shock Trooper
Member # 4180
Profile #171
I've only managed to skim the first seven(!) pages, so forgive me if this has been mentioned... but what I most want GF3 to be is "Blades of Geneforge". That is, give us an editor and let us write our own scenarios set in the GF mythos.

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
improvements for geneforge 3.... your thoughts in Geneforge 2
Shock Trooper
Member # 4180
Profile #171
I've only managed to skim the first seven(!) pages, so forgive me if this has been mentioned... but what I most want GF3 to be is "Blades of Geneforge". That is, give us an editor and let us write our own scenarios set in the GF mythos.

-spyderbytes

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

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