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Who triggered this script? in Blades of Avernum
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 ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
MAJOR Spiderweb News. in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #4
Nifty neato! :)

Did I just not see the list of additions/changes, or are we supposed to figure that out on our own?

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
MAJOR Spiderweb News. in Blades of Avernum
Shock Trooper
Member # 4180
Profile #4
Nifty neato! :)

Did I just not see the list of additions/changes, or are we supposed to figure that out on our own?

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Settings you would like to see future Spiderweb games take place in in General
Shock Trooper
Member # 4180
Profile #16
Diff'rent strokes, and all that... I don't like the Avernum engine and think the GF engine has made huge strides forward from it. I registered BoA in spite of the engine and the more-or-less stock fantasy setting, simply because it allows me to "roll my own" adventures. IMAGE(smile000.gif)

As far as what I'd like to see for a game setting, I wish Spiderweb (or someone, though I'd love for it to be JV) would do a post-apocalyptic/horror. We've had post-apocalypse RPGs, we've had vampire/werewolf RPGs, but we haven't had them combined. Limited technology, a healthy dose of 'magic' and a whole lot of horror sure seems like fertile soil for a RPG to me...

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Custom booms and effects in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
Currently not possible. Or at least impossible without creating an unsupported hack.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Custom booms and effects in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
Currently not possible. Or at least impossible without creating an unsupported hack.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Horrors! My crime was seen! in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #15
Play my scenario when it comes out and find out. :P

Seriously, I don't want to give too much away, but I don't make any changes to the party avatars. The trick is in coming up with an in-game explanation of why invisibility works in the way that's possible to implement. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Horrors! My crime was seen! in Blades of Avernum
Shock Trooper
Member # 4180
Profile #15
Play my scenario when it comes out and find out. :P

Seriously, I don't want to give too much away, but I don't make any changes to the party avatars. The trick is in coming up with an in-game explanation of why invisibility works in the way that's possible to implement. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Your First Scenario in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
quote:
Originally written by The Creator:

Be careful who you pick. If someone can't spell, they probably can't test. Certainly you can't rely on them to pick up typoes...
Um, that would be 'typos'. Can I test now? :D

Good article with good advice. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Your First Scenario in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
quote:
Originally written by The Creator:

Be careful who you pick. If someone can't spell, they probably can't test. Certainly you can't rely on them to pick up typoes...
Um, that would be 'typos'. Can I test now? :D

Good article with good advice. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
NPC characteristics... in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
Look at the Character Skills chapter in the Appendices. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
NPC characteristics... in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
Look at the Character Skills chapter in the Appendices. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Numbers of dialog nodes in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #6
I have yet to actually run out of dialog nodes (though I've come close in a couple of towns), but I do try to conserve them. Thing is, I have a few "chatty" NPCs (not necessary stuff, generally--usually comic relief) that can really chew through those nodes. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Numbers of dialog nodes in Blades of Avernum
Shock Trooper
Member # 4180
Profile #6
I have yet to actually run out of dialog nodes (though I've come close in a couple of towns), but I do try to conserve them. Thing is, I have a few "chatty" NPCs (not necessary stuff, generally--usually comic relief) that can really chew through those nodes. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Karma, Dharma and Somesuch in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #6
quote:
Originally written by coreyh:

There isn't a common variable size that holds
-255 to 256.

Which is why I remember having read that's what SDF range was... I remember being surprised. :) However, since I can't seem to find where I read it, I can't say for sure, now, if it was an "official" source, or someone just guessing and presenting it as true.

Guess it's time to make a party of SOBs and see if/how badly my scenario breaks. :)

EDIT: If all else fails, RTFM. :) Docs for inc_flag():

quote:
void inc_flag(short a,short b,short how_much) - Changes SDF(a,b) by how_much (which can benegative). Note the legal range of values for a flag is 0..255.
Guess that answers it... :o

[ Friday, May 07, 2004 13:59: Message edited by: spyderbytes ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Karma, Dharma and Somesuch in Blades of Avernum
Shock Trooper
Member # 4180
Profile #6
quote:
Originally written by coreyh:

There isn't a common variable size that holds
-255 to 256.

Which is why I remember having read that's what SDF range was... I remember being surprised. :) However, since I can't seem to find where I read it, I can't say for sure, now, if it was an "official" source, or someone just guessing and presenting it as true.

Guess it's time to make a party of SOBs and see if/how badly my scenario breaks. :)

EDIT: If all else fails, RTFM. :) Docs for inc_flag():

quote:
void inc_flag(short a,short b,short how_much) - Changes SDF(a,b) by how_much (which can benegative). Note the legal range of values for a flag is 0..255.
Guess that answers it... :o

[ Friday, May 07, 2004 13:59: Message edited by: spyderbytes ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Numbers of dialog nodes in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #3
You said it much clearer than I did. :) But yeah, that's what I made a failed attempt to say. :D

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Numbers of dialog nodes in Blades of Avernum
Shock Trooper
Member # 4180
Profile #3
You said it much clearer than I did. :) But yeah, that's what I made a failed attempt to say. :D

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Karma, Dharma and Somesuch in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #3
My bad... I just skimmed the sample code and didn't notice that--OR the fact that one calls END_TALK and the other doesn't.
:o

If not for that last, clear_strings() and add_string() would still have covered the situation...

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Karma, Dharma and Somesuch in Blades of Avernum
Shock Trooper
Member # 4180
Profile #3
My bad... I just skimmed the sample code and didn't notice that--OR the fact that one calls END_TALK and the other doesn't.
:o

If not for that last, clear_strings() and add_string() would still have covered the situation...

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
"polymorph" in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
A combination of erase_char() and place_monster() ought to do the trick. That is, unless you're talking about the party or an NPC that's expected to have dialog--then the problem becomes much more complex. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
"polymorph" in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
A combination of erase_char() and place_monster() ought to do the trick. That is, unless you're talking about the party or an NPC that's expected to have dialog--then the problem becomes much more complex. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Numbers of dialog nodes in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
When you call begin_talk_mode() (so the NPC can talk in the first place ;) ), you have to supply the node number where the dialog begins. JV also uses the node numbers internally, so they HAVE to be unique across a particular town to work properly.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Numbers of dialog nodes in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
When you call begin_talk_mode() (so the NPC can talk in the first place ;) ), you have to supply the node number where the dialog begins. JV also uses the node numbers internally, so they HAVE to be unique across a particular town to work properly.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - Karma, Dharma and Somesuch in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
I can't find it now, but I remember reading somewhere that the valid range for SDFs is -255 to 256. Is that correct? Anyone know for sure?

I've been assuming it is, and so my 'karma kounter' starts with 0 as neutral and uses inc_flag() calls (plus or minus) when the party does good/bad stuff.

Your example dialog would be a bit cleaner (and save you a node, if you run as tight on them as I tend to ;) ) if you used action = DEP_ON_SDF instead of the condition check. That would also make your article a tutorial, of sorts, on one of the more advanced dialog techniques. :)

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

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