Profile for Isaac
Field | Value |
---|---|
Displayed name | Isaac |
Member number | 4202 |
Title | Warrior |
Postcount | 192 |
Homepage | http://webpages.charter.net/theswamp/isaac/ |
Registered | Sunday, April 4 2004 08:00 |
Recent posts
Pages
Author | Recent posts |
---|---|
BIGG MISTAKE!!!!(ZKR) in Blades of Avernum | |
Warrior
Member # 4202
|
written Tuesday, June 22 2004 03:53
Profile
Homepage
quote:Yes. Look around Morog's fort... it's very well hidden and hard to get to, and Morog will become hostile if you take it. quote:Nothing. quote:It's a bow type item that doesn't require ammunition and uses Mage Spells skill instead of Bows skill and doesn't have a missile picture. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Help in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Tuesday, June 22 2004 02:09
Profile
Homepage
No, it's a floor, "Solid Stone", number 255 at the bottom of the floor choosing area. Then use "Place bounding walls", on the left and third from the top in the button area. Choose a rectangle that includes all the Solid Stone floors. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Help in Blades of Avernum | |
Warrior
Member # 4202
|
written Tuesday, June 22 2004 02:09
Profile
Homepage
No, it's a floor, "Solid Stone", number 255 at the bottom of the floor choosing area. Then use "Place bounding walls", on the left and third from the top in the button area. Choose a rectangle that includes all the Solid Stone floors. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Sweet baby... this game is cool... in Blades of Avernum | |
Warrior
Member # 4202
|
written Monday, June 7 2004 10:39
Profile
Homepage
quote:Although it says 50 experience every time, that's not true. For each character, the experience is modified for that character's level based on the lock difficulty, as if the lock were a monster of level 1 + (2 * lock difficulty). -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Can't enter wooded area n/e of Marralis in Blades of Avernum | |
Warrior
Member # 4202
|
written Sunday, June 6 2004 03:17
Profile
Homepage
quote:Using the automap helps some. However, not all blocking terrains appear on it (boulders), and some terrains that do appear on it don't block you (bushes). -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Diplomacy with the Dead, Length? in Blades of Avernum | |
Warrior
Member # 4202
|
written Sunday, June 6 2004 02:53
Profile
Homepage
quote:It has about half as many towns (including enemy ones) as the other three scenarios. But if you're used to BoE combat, which takes up most of your playing time... BoA combat is far faster, especially when you're more powerful than the enemies. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Things that work in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Sunday, June 6 2004 02:14
Profile
Homepage
This is what I did: The last number printed was 31800. If I put the print at the end of the while loop, the last number printed (31000) is less than that, therefore it doesn't get to when i = 32000. This is because of the additional instructions used in printing and 'while'. As a theoretical reason why 32000 makes sense, it's a fairly round number close to, but within the limits of, 32767. Yes, that probably means it counts the 'while' itself and its condition both as instructions each time through the loop. I just didn't notice before that 3 * 8000 = 24000, not 32000. :P -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Things that work in Blades of Avernum | |
Warrior
Member # 4202
|
written Sunday, June 6 2004 02:14
Profile
Homepage
This is what I did: The last number printed was 31800. If I put the print at the end of the while loop, the last number printed (31000) is less than that, therefore it doesn't get to when i = 32000. This is because of the additional instructions used in printing and 'while'. As a theoretical reason why 32000 makes sense, it's a fairly round number close to, but within the limits of, 32767. Yes, that probably means it counts the 'while' itself and its condition both as instructions each time through the loop. I just didn't notice before that 3 * 8000 = 24000, not 32000. :P -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Can't turn on Debug Mode? in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Sunday, June 6 2004 00:30
Profile
Homepage
No, I've gotten the same error. Unknown command! The game doesn't even know what it is supposed to mean, so of course pressing those keys won't make any difference. And if it were in th wrong script, it would give a different error or none at all. For example, run_town_script produces an error something like: run_town_script can't be called from a scenario script or, move_to_new_town in a creature script does nothing and produces no error. But turn_on_debug_mode is nonsense to the game's Avernumscript interpreter, hence the error. I want turn_on_debug_mode! I've also tried pressing those keys without calling turn_on_debug_mode, and it doesn't work. [ Sunday, June 06, 2004 00:32: Message edited by: Isaac ] -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Can't turn on Debug Mode? in Blades of Avernum | |
Warrior
Member # 4202
|
written Sunday, June 6 2004 00:30
Profile
Homepage
No, I've gotten the same error. Unknown command! The game doesn't even know what it is supposed to mean, so of course pressing those keys won't make any difference. And if it were in th wrong script, it would give a different error or none at all. For example, run_town_script produces an error something like: run_town_script can't be called from a scenario script or, move_to_new_town in a creature script does nothing and produces no error. But turn_on_debug_mode is nonsense to the game's Avernumscript interpreter, hence the error. I want turn_on_debug_mode! I've also tried pressing those keys without calling turn_on_debug_mode, and it doesn't work. [ Sunday, June 06, 2004 00:32: Message edited by: Isaac ] -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Things that work in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Saturday, June 5 2004 10:57
Profile
Homepage
quote:I did some testing, and actually, the limit is 32000. Each instruction — [j < 1], print_num[k];, and k = k + 1; — increases the count towards overload by 1. [ Saturday, June 05, 2004 10:59: Message edited by: Isaac ] -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Things that work in Blades of Avernum | |
Warrior
Member # 4202
|
written Saturday, June 5 2004 10:57
Profile
Homepage
quote:I did some testing, and actually, the limit is 32000. Each instruction — [j < 1], print_num[k];, and k = k + 1; — increases the count towards overload by 1. [ Saturday, June 05, 2004 10:59: Message edited by: Isaac ] -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Who triggered this script? in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Thursday, June 3 2004 01:15
Profile
Homepage
Yes you can, in Blades of Avernum. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Who triggered this script? in Blades of Avernum | |
Warrior
Member # 4202
|
written Thursday, June 3 2004 01:15
Profile
Homepage
Yes you can, in Blades of Avernum. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
An insult to the Vahnatai - "Soul Crystals" in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Thursday, June 3 2004 01:14
Profile
Homepage
When editing a scenario, I found that Crystal Souls are called "Soul Crystal"s. Despite the four "Soul Crystal"s near the end of Avernum 3, and the Vahnatai's explanation of the difference between Soul Crystals and Crystal Souls... :rolleyes: Okay, it's a minor thing, but it really bugs me. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
An insult to the Vahnatai - "Soul Crystals" in Blades of Avernum | |
Warrior
Member # 4202
|
written Thursday, June 3 2004 01:14
Profile
Homepage
When editing a scenario, I found that Crystal Souls are called "Soul Crystal"s. Despite the four "Soul Crystal"s near the end of Avernum 3, and the Vahnatai's explanation of the difference between Soul Crystals and Crystal Souls... :rolleyes: Okay, it's a minor thing, but it really bugs me. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Who triggered this script? in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Thursday, June 3 2004 00:46
Profile
Homepage
Thank you, I wasn't remembering those. The circumstance is very strange. If I had needed to know who triggered it in combat and use move_to_new_town at the same time, it would require a terrain script. Apparently when there is a special rectangle, terrain script, and terrain special property script all on the same space, the trigger order is terrain script, then special rectangle, then terrain special property script. I could store who did it in a flag, during the terrain script, and use that in the special rectangle script. Luckily my circumstance didn't require that level of complexity. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Who triggered this script? in Blades of Avernum | |
Warrior
Member # 4202
|
written Thursday, June 3 2004 00:46
Profile
Homepage
Thank you, I wasn't remembering those. The circumstance is very strange. If I had needed to know who triggered it in combat and use move_to_new_town at the same time, it would require a terrain script. Apparently when there is a special rectangle, terrain script, and terrain special property script all on the same space, the trigger order is terrain script, then special rectangle, then terrain special property script. I could store who did it in a flag, during the terrain script, and use that in the special rectangle script. Luckily my circumstance didn't require that level of complexity. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Things that work in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Wednesday, June 2 2004 12:15
Profile
Homepage
quote:That's what the CODE tag is for: message_dialog("The dude says, _Yo!_","") -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Things that work in Blades of Avernum | |
Warrior
Member # 4202
|
written Wednesday, June 2 2004 12:15
Profile
Homepage
quote:That's what the CODE tag is for: message_dialog("The dude says, _Yo!_","") -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Things that work in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Wednesday, June 2 2004 10:47
Profile
Homepage
(I am using Mac version 1.1) Various experiments with removing characters from the party or adding them without using the NPCs joining party calls failed. Changing the members of group 0, the party's group, has no effect. However, I did discover an amusing thing: set_attitude(1000,10) makes the party Hostile, type A, so monsters don't attack them, but "friendly" characters do. The player can still talk to "friendlies" (assuming they have the basicnpc script), but not the normal enemies, though, and there are many other strange effects of it (you can slaughter "enemies" with impunity, if you're willing to dismiss the "do you really want to attack a non-hostile creature" dialog a lot). erase_char() on a party member: works. The party member is permanently deleted. However, that character's items will appear on the ground the next time a town is entered. If you want to use this in a town, use Advanced Item Management Calls to deal with the character's items first: take_item_char_item() to put them on the ground (or just kill_char() before erasing him/her, if you don't mind a death animation, sound, etc.) or, if you want to be really evil, use destroy_char_item(). Further testing reveals that kill_char() works with any value listed in the char_status() documentation, including 0 for erased/nonexistent, but it can have strange behavior. Using 0 causes the same problem as above about not dropping the character's items. For all other values, it displays the death animation, but only the death sound for the standard ways of dying: Dead, Dust, and Stone. Using 1, which means alive and ok, drops the char's items and displays the death animation, but no sound. That character will be in the last death animation frame until something happens to change its displayed image, such as attacking. Don't use unused values such as 6, they produce strange results. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Things that work in Blades of Avernum | |
Warrior
Member # 4202
|
written Wednesday, June 2 2004 10:47
Profile
Homepage
(I am using Mac version 1.1) Various experiments with removing characters from the party or adding them without using the NPCs joining party calls failed. Changing the members of group 0, the party's group, has no effect. However, I did discover an amusing thing: set_attitude(1000,10) makes the party Hostile, type A, so monsters don't attack them, but "friendly" characters do. The player can still talk to "friendlies" (assuming they have the basicnpc script), but not the normal enemies, though, and there are many other strange effects of it (you can slaughter "enemies" with impunity, if you're willing to dismiss the "do you really want to attack a non-hostile creature" dialog a lot). erase_char() on a party member: works. The party member is permanently deleted. However, that character's items will appear on the ground the next time a town is entered. If you want to use this in a town, use Advanced Item Management Calls to deal with the character's items first: take_item_char_item() to put them on the ground (or just kill_char() before erasing him/her, if you don't mind a death animation, sound, etc.) or, if you want to be really evil, use destroy_char_item(). Further testing reveals that kill_char() works with any value listed in the char_status() documentation, including 0 for erased/nonexistent, but it can have strange behavior. Using 0 causes the same problem as above about not dropping the character's items. For all other values, it displays the death animation, but only the death sound for the standard ways of dying: Dead, Dust, and Stone. Using 1, which means alive and ok, drops the char's items and displays the death animation, but no sound. That character will be in the last death animation frame until something happens to change its displayed image, such as attacking. Don't use unused values such as 6, they produce strange results. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Who triggered this script? in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Wednesday, June 2 2004 02:16
Profile
Homepage
quote:The script is triggered before the movement actually happens, so that won't work. I can't check for characters next to the rectangle either because there might be two of them and I won't know which one it is. quote:No. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Who triggered this script? in Blades of Avernum | |
Warrior
Member # 4202
|
written Wednesday, June 2 2004 02:16
Profile
Homepage
quote:The script is triggered before the movement actually happens, so that won't work. I can't check for characters next to the rectangle either because there might be two of them and I won't know which one it is. quote:No. -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |
Who triggered this script? in Blades of Avernum Editor | |
Warrior
Member # 4202
|
written Wednesday, June 2 2004 00:28
Profile
Homepage
Is there any way I can find out, when the party is in combat and one of the party members steps on a special rectangle, which person did it? [ Wednesday, June 02, 2004 00:30: Message edited by: Isaac ] -------------------- Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game. Posts: 192 | Registered: Sunday, April 4 2004 08:00 |