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BIGG MISTAKE!!!!(ZKR) in Blades of Avernum
Warrior
Member # 4202
Profile Homepage #2
quote:
Originally written by Black Hawk Dan:

PPS: is there any way to get that dragon scroll of Morog's after i choose her other reward??
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:
PPPS:what are poison potions for???
Nothing.

quote:
PPPPPS:WHAT KIND OF A DEVIL'S ITEM IS MOROGS SCEPTER???!?
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.

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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
Profile Homepage #2
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.

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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
Profile Homepage #2
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
Profile Homepage #12
quote:
Originally written by fallen_avatar:

oh ok. I kinda found that annoying during testing. I mean, I could have a half decent thief in my party with some fine lockpicks, run around and pick 20 doors in towns etc and there you go, up a level (roughly, give or take some xp). but it'd be too difficult and not worth it to make the locks have a similar xp system to killing creatures(e.g. harder the lock, more experience. easier the lock, less experience).

looking over that idea it does seem kinda stupid. meh. still bugs me that every door, no matter how hard or what it holds is worth the same. the easier doors in towns should be worth less, while the ones down in dungeons blocking your way to masses of treasure should be worth more. or maybe thats just me.

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).

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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
Profile Homepage #3
quote:
Originally written by MASCHINE UMSTURZ:

Enter from the north.

The iso-3d style BoA takes to makes wandering through a forest equal to hell.

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).

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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
Profile Homepage #10
quote:
Originally written by Grey-Eyed Stranger:

Erh. Is it just me, or is Diplomacy with the Dead significantly (and I mean significantly) shorter than the other three scenarios?

Then again, it's the first one I played, and the speed of Avernum-style combat (compared to BoE) is a wonderful fresh burst of life (it's amazingly fast compared to BoE). So I guess it could just be me 'warming up to the game(/engine style)'

What do you think about this?

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.

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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
Profile Homepage #11
This is what I did:
int i = 0;
//...
while(TRUE) {
i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
//... 800 of these

print_big_str("number: ",i,"");

i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
//... 200 here
}
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

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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
Profile Homepage #11
This is what I did:
int i = 0;
//...
while(TRUE) {
i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
//... 800 of these

print_big_str("number: ",i,"");

i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;i = i + 1;
//... 200 here
}
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

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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
Profile Homepage #2
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
Profile Homepage #2
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
Profile Homepage #6
quote:
Originally written by Kelandon:

A couple more BoA idiosyncracies:

* The overload limit on calls is 8000. After 8000 calls, BoA returns an error saying that you have an infinite loop. I produced this using the code:

j = 0;
k = 0;
while [j < 1]
{print_num[k]
k = k + 1; }

All parentheses are replaced with brackets, because UBB doesn't like parentheses, for some reason.

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
Profile Homepage #6
quote:
Originally written by Kelandon:

A couple more BoA idiosyncracies:

* The overload limit on calls is 8000. After 8000 calls, BoA returns an error saying that you have an infinite loop. I produced this using the code:

j = 0;
k = 0;
while [j < 1]
{print_num[k]
k = k + 1; }

All parentheses are replaced with brackets, because UBB doesn't like parentheses, for some reason.

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
Profile Homepage #8
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
Profile Homepage #8
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
Profile Homepage #0
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
Profile Homepage #0
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
Profile Homepage #6
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
Profile Homepage #6
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
Profile Homepage #4
quote:
Originally written by Kelandon:

All parentheses are replaced with brackets, because UBB doesn't like parentheses, for some reason.
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
Profile Homepage #4
quote:
Originally written by Kelandon:

All parentheses are replaced with brackets, because UBB doesn't like parentheses, for some reason.
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
Profile Homepage #2
(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
Profile Homepage #2
(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
Profile Homepage #2
quote:
Originally written by Drakefyre:

...you can check for a person standing on each space of the rectangle.
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:
Is there a combat block involved? Should there be?
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
Profile Homepage #2
quote:
Originally written by Drakefyre:

...you can check for a person standing on each space of the rectangle.
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:
Is there a combat block involved? Should there be?
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
Profile Homepage #0
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

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