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Article - Karma, Dharma and Somesuch in Blades of Avernum
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
ATTN Spidweb: Kink in the Machine in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #21
Hehe... as such things go, once you point it out, it practically jumps off the page at you, no? But that begs the question... how the heck did it work as expected up until the game was saved and reloaded? Inquiring minds want to know... :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
ATTN Spidweb: Kink in the Machine in Blades of Avernum
Shock Trooper
Member # 4180
Profile #21
Hehe... as such things go, once you point it out, it practically jumps off the page at you, no? But that begs the question... how the heck did it work as expected up until the game was saved and reloaded? Inquiring minds want to know... :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Problem with init_quest? in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #5
I don't mean to insult your intelligence, but have you checked to make sure there's no set_state(), set_state_continue(), end() or anything like that between the start of the LOAD_SCEN_STATE and where you init the quest? That sort of thing can easily slip up on you if you forget you had a call like that and just append something before the break (which I often do ;) ). At any rate, the symptoms seem to be pointing to some kind of "gotcha" rather than a problem with the call.

Only other thing I can think... I notice you have this as quest "1". Do you already have a quest "0"? I wouldn't think that would matter, but then, I do start with 0 and it works for me. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Problem with init_quest? in Blades of Avernum
Shock Trooper
Member # 4180
Profile #5
I don't mean to insult your intelligence, but have you checked to make sure there's no set_state(), set_state_continue(), end() or anything like that between the start of the LOAD_SCEN_STATE and where you init the quest? That sort of thing can easily slip up on you if you forget you had a call like that and just append something before the break (which I often do ;) ). At any rate, the symptoms seem to be pointing to some kind of "gotcha" rather than a problem with the call.

Only other thing I can think... I notice you have this as quest "1". Do you already have a quest "0"? I wouldn't think that would matter, but then, I do start with 0 and it works for me. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Problem with init_quest? in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #3
If there's anything wrong with your syntax, I'm too braindead to spot it. :) Looks like you're doing exactly what I do... and it works fine for me.

When you play (for example) one of Jeff's scenarios, are quests being added to your list?

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Problem with init_quest? in Blades of Avernum
Shock Trooper
Member # 4180
Profile #3
If there's anything wrong with your syntax, I'm too braindead to spot it. :) Looks like you're doing exactly what I do... and it works fine for me.

When you play (for example) one of Jeff's scenarios, are quests being added to your list?

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Calls that we wish existed in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #80
Does

if (char_on_space(x,y) == -1) {
// do something
}

not work?

Or, if you want the inverse

if (char_on_space(x,y) >= 0) {
// do something
}

Haven't tried it, but can't see why it shouldn't work...

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Calls that we wish existed in Blades of Avernum
Shock Trooper
Member # 4180
Profile #80
Does

if (char_on_space(x,y) == -1) {
// do something
}

not work?

Or, if you want the inverse

if (char_on_space(x,y) >= 0) {
// do something
}

Haven't tried it, but can't see why it shouldn't work...

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
ATTN Spidweb: Kink in the Machine in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #7
Actually, I think it might be Jeff's string handling that has some bounds checking problems. I had the same problem (crashing after load from a save) in one script where I was using string constants defined at init (then putting them in dialog by var name).

As soon as I cut and pasted the strings directly into the message_dialog() call, the problem went away.

Try doing something like play_sound(-57) instead of the message_dialog() and see what happens. I was thinking the problem was the string constants, but it could be something slightly screwy with message_dialog() itself, I guess...

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
ATTN Spidweb: Kink in the Machine in Blades of Avernum
Shock Trooper
Member # 4180
Profile #7
Actually, I think it might be Jeff's string handling that has some bounds checking problems. I had the same problem (crashing after load from a save) in one script where I was using string constants defined at init (then putting them in dialog by var name).

As soon as I cut and pasted the strings directly into the message_dialog() call, the problem went away.

Try doing something like play_sound(-57) instead of the message_dialog() and see what happens. I was thinking the problem was the string constants, but it could be something slightly screwy with message_dialog() itself, I guess...

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
BoA Editor Cookbook Version 0.3 in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
Thanks, Erik! Looks great. :)

I'm particularly pleased with the additions to the appendices... those should come in VERY handy.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
BoA Editor Cookbook Version 0.3 in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
Thanks, Erik! Looks great. :)

I'm particularly pleased with the additions to the appendices... those should come in VERY handy.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - The Challenge Pits in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #7
^ That, too. :) I knew there was another point I intended to make but forgot. Drakey's article is quite good.

You can also check here for some creature scripts you could use "as is" or as inspiration for things you can do in creating your own monsters. Just don't hold the scripts of mine there against me... I was just learning Avernumscript when I wrote those. I should update them with what I know now, I suppose...

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - The Challenge Pits in Blades of Avernum
Shock Trooper
Member # 4180
Profile #7
^ That, too. :) I knew there was another point I intended to make but forgot. Drakey's article is quite good.

You can also check here for some creature scripts you could use "as is" or as inspiration for things you can do in creating your own monsters. Just don't hold the scripts of mine there against me... I was just learning Avernumscript when I wrote those. I should update them with what I know now, I suppose...

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - The Challenge Pits in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #4
2, 3. You can do these right now. You can individually set a monster's resistance to Fire, Cold, Magic, Mental, Poision/Acid, and Melee, anywhere from 0% (no resistance) to 100% (completely immune).
4. I'm sure this can be "faked" somehow, though I haven't given it enough thought to know how. :)
5. No way to do this that I know of. And I agree... it would be nice to have (but unlikely we'll ever see it).
7 - 14. Most of this can be faked with some creative scripting.
15. I would definitely like to see this, too (but doubt that we ever will). I could do some interesting things with it. :)

EDIT: Had a typo :o

[ Friday, April 30, 2004 11:01: Message edited by: spyderbytes ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - The Challenge Pits in Blades of Avernum
Shock Trooper
Member # 4180
Profile #4
2, 3. You can do these right now. You can individually set a monster's resistance to Fire, Cold, Magic, Mental, Poision/Acid, and Melee, anywhere from 0% (no resistance) to 100% (completely immune).
4. I'm sure this can be "faked" somehow, though I haven't given it enough thought to know how. :)
5. No way to do this that I know of. And I agree... it would be nice to have (but unlikely we'll ever see it).
7 - 14. Most of this can be faked with some creative scripting.
15. I would definitely like to see this, too (but doubt that we ever will). I could do some interesting things with it. :)

EDIT: Had a typo :o

[ Friday, April 30, 2004 11:01: Message edited by: spyderbytes ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - The Challenge Pits in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #2
For your point 7, you can come close to "faking" it by only putting (for example) flaming arrows in your scenario (that do most of their damage from fire). Then make the monsters immune to fire damage.

It would have been nice to have damage broken down by piercing/slashing/bashing/etc., and being able to set resistances to each. But the system we have will work, if not as well. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Article - The Challenge Pits in Blades of Avernum
Shock Trooper
Member # 4180
Profile #2
For your point 7, you can come close to "faking" it by only putting (for example) flaming arrows in your scenario (that do most of their damage from fire). Then make the monsters immune to fire damage.

It would have been nice to have damage broken down by piercing/slashing/bashing/etc., and being able to set resistances to each. But the system we have will work, if not as well. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Changing outdoor cliff types? in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #3
So you're essentially wanting to change which sheet is used for outdoor cliffs? I sure haven't seen any call to set that (but then, I've done very little outdoors so far).

If you're wanting it to be used everywhere outdoors, you could define your own cliff terrains and copy them into the default numbers. But I don't know of any way you could change some of the cliffs, but not all, if that's what you're wanting.

EDIT: If that wasn't clear, I was talking about:

begindefineterrain my_number;
import = current_cliffs_number;
te_which_sheet = sheet_number_you_want;

begindefineterrain original_cliffs_number;

That last line will copy it back where it was, just with a different sheet.

EDIT 2: Left out an '=' in my pseudo-code. :)

[ Thursday, April 29, 2004 19:27: Message edited by: spyderbytes ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Changing outdoor cliff types? in Blades of Avernum
Shock Trooper
Member # 4180
Profile #3
So you're essentially wanting to change which sheet is used for outdoor cliffs? I sure haven't seen any call to set that (but then, I've done very little outdoors so far).

If you're wanting it to be used everywhere outdoors, you could define your own cliff terrains and copy them into the default numbers. But I don't know of any way you could change some of the cliffs, but not all, if that's what you're wanting.

EDIT: If that wasn't clear, I was talking about:

begindefineterrain my_number;
import = current_cliffs_number;
te_which_sheet = sheet_number_you_want;

begindefineterrain original_cliffs_number;

That last line will copy it back where it was, just with a different sheet.

EDIT 2: Left out an '=' in my pseudo-code. :)

[ Thursday, April 29, 2004 19:27: Message edited by: spyderbytes ]

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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 #13
Point well made, Nasarius. :)

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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 #13
Point well made, Nasarius. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Changing outdoor cliff types? in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
I don't think I'm understsanding what you're asking (my own brain fogginess at the moment, I'm sure--hayfever season with its antihistimines is upon this part of the country :) ). Does set_terrain() not work for what you're wanting to do?

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Changing outdoor cliff types? in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
I don't think I'm understsanding what you're asking (my own brain fogginess at the moment, I'm sure--hayfever season with its antihistimines is upon this part of the country :) ). Does set_terrain() not work for what you're wanting to do?

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

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