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Someone want to help me with this? in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #1
quote:
Originally written by Squirrel:


if (get_flag (299,27) == 1) && (get_flag (299,28) == 1) && (get_flag (299,29) == 1)

Your parentheses here arn't quite right, use this:

if ( (get_flag (299,27) == 1) && (get_flag (299,28) == 1) && (get_flag (299,29) == 1) )
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Someone want to help me with this? in Blades of Avernum
Apprentice
Member # 4258
Profile #1
quote:
Originally written by Squirrel:


if (get_flag (299,27) == 1) && (get_flag (299,28) == 1) && (get_flag (299,29) == 1)

Your parentheses here arn't quite right, use this:

if ( (get_flag (299,27) == 1) && (get_flag (299,28) == 1) && (get_flag (299,29) == 1) )
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Bug list and suggestions in Blades of Avernum
Apprentice
Member # 4258
Profile #30
I'm not sure if this is actually a bug or not, but... you can basically waste an opponent's AP for them. If you're standing next to an enemy and then move away from them, they'll get a free attack at you, except it's not really free because it still costs them 4 AP. This can be exploited to stop mage enemies from casting spells for example (even if unintentionally).

[ Wednesday, September 15, 2004 15:47: Message edited by: Gorvin ]
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
whatsyourscenario? in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #13
I gave up on scenario designing a while ago, mainly due to my hatred of writting dialog, which I am horribly bad at (not the scripting, but the actual dialog itself). I still have two unfinished scenarios sitting in my hard drive. I may work on them again one day, but right now I'm concentrating on... other things.

One of my scenarios sent you on a quest to uncover the lair of a wizard who was kill by his own summoned minions long ago. All I finished was the starter town where your quest is introduced and the ship voyage to the island that supposedly contains the wizards lair, along the way you encounter a kraken (giant squid monster) that you must kill before it destroys the ship.

My other scenario was a test to see if I could create a random dungeon generator. It actually ended up working out pretty well, although I had to use a cheap trick to overcome the 32000 node call limit (it forcecages the entire party and breaks the script down into different sections each round until it's finished). I never added a monster spawner or stairway placer or anything, so it just creates a random maze with rooms and no way to exit. If anyone wants the scenario/script for whatever reason they can email me, but it is mostly uncommented and would be hard to make changes to.

[ Wednesday, September 15, 2004 00:39: Message edited by: Gorvin ]
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
whatsyourscenario? in Blades of Avernum
Apprentice
Member # 4258
Profile #13
I gave up on scenario designing a while ago, mainly due to my hatred of writting dialog, which I am horribly bad at (not the scripting, but the actual dialog itself). I still have two unfinished scenarios sitting in my hard drive. I may work on them again one day, but right now I'm concentrating on... other things.

One of my scenarios sent you on a quest to uncover the lair of a wizard who was kill by his own summoned minions long ago. All I finished was the starter town where your quest is introduced and the ship voyage to the island that supposedly contains the wizards lair, along the way you encounter a kraken (giant squid monster) that you must kill before it destroys the ship.

My other scenario was a test to see if I could create a random dungeon generator. It actually ended up working out pretty well, although I had to use a cheap trick to overcome the 32000 node call limit (it forcecages the entire party and breaks the script down into different sections each round until it's finished). I never added a monster spawner or stairway placer or anything, so it just creates a random maze with rooms and no way to exit. If anyone wants the scenario/script for whatever reason they can email me, but it is mostly uncommented and would be hard to make changes to.

[ Wednesday, September 15, 2004 00:39: Message edited by: Gorvin ]
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Please Help Me Experienced Editors... in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #37
I don't see anything wrong with those 2 lines (well, actually, the second line should be add_dialog_str(1, ...) instead of add_dialog_str(0, ...), but that wouldn't generate an error). Are you sure those are the correct lines? I notice you refer to them as lines 45-48 even though they're only 2 lines total. Even if the line wraps around in the text editor you're using, it'll still only be counted as one line, only actual carriage returns will count as line breaks.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Please Help Me Experienced Editors... in Blades of Avernum
Apprentice
Member # 4258
Profile #37
I don't see anything wrong with those 2 lines (well, actually, the second line should be add_dialog_str(1, ...) instead of add_dialog_str(0, ...), but that wouldn't generate an error). Are you sure those are the correct lines? I notice you refer to them as lines 45-48 even though they're only 2 lines total. Even if the line wraps around in the text editor you're using, it'll still only be counted as one line, only actual carriage returns will count as line breaks.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Please Help Me Experienced Editors... in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #33
I tried your code out and found the error, it's in the line:
add_dialog_str(0,"In this hidden corner you find a box. Inside the box is a big red button. There is nothing else in the box.","What do you do?");

The syntax for that call is:
add_dialog_str(short which_string, char new_text, short indent);

So you should change it to something like this:
add_dialog_str(0,"In this hidden corner you find a box. Inside the box is a big red button. There is nothing else in the box. What do you do?", 0);

Also, message_dialog("You decide to play it safe."); is incorrect as well, as it takes in 2 strings. Change it to this:
message_dialog("You decide to play it safe.", "");

Also, you have your choice numbers switched, swap "choice == 1" and "choice == 2".
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Please Help Me Experienced Editors... in Blades of Avernum
Apprentice
Member # 4258
Profile #33
I tried your code out and found the error, it's in the line:
add_dialog_str(0,"In this hidden corner you find a box. Inside the box is a big red button. There is nothing else in the box.","What do you do?");

The syntax for that call is:
add_dialog_str(short which_string, char new_text, short indent);

So you should change it to something like this:
add_dialog_str(0,"In this hidden corner you find a box. Inside the box is a big red button. There is nothing else in the box. What do you do?", 0);

Also, message_dialog("You decide to play it safe."); is incorrect as well, as it takes in 2 strings. Change it to this:
message_dialog("You decide to play it safe.", "");

Also, you have your choice numbers switched, swap "choice == 1" and "choice == 2".
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Please Help Me Experienced Editors... in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #31
If it's on the beginstate line, it's likely you forgot a semicolon or a ")" or possibly a break just before it. Maybe see if there is an error in the state just before that one?
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Please Help Me Experienced Editors... in Blades of Avernum
Apprentice
Member # 4258
Profile #31
If it's on the beginstate line, it's likely you forgot a semicolon or a ")" or possibly a break just before it. Maybe see if there is an error in the state just before that one?
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Please Help Me Experienced Editors... in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #29
quote:
Originally written by SmirfOfDoom:


beginstate 99;
reset_dialog();
if (get_flag(0,0) == 0)
add_dialog_str(0,"In this hidden corner you find a box. Inside the box is a big red button. There is nothing else in the box.","What do you do?");
add_dialog_choice(0,"Leave the button alone.");
add_dialog_choice(1,"Push the button.");
choice = run_dialog()
if (choice == 1)
set_flag(0,0,1);
teleport_party(10,38,0);
if (choice == 2)
message_dialog("You decide to play it safe.");
break;

First of all, you forgot a semicolon after "choice = run_dialog()". Also... you didn't use any {}'s around your if statement code, which you need to do if the statement has more than one line of code run after it. Change it to something like this:

beginstate 99;
reset_dialog();
if (get_flag(0,0) == 0)
{
add_dialog_str(0,"In this hidden corner you find a box. Inside the box is a big red button. There is nothing else in the box.","What do you do?");
add_dialog_choice(0,"Leave the button alone.");
add_dialog_choice(1,"Push the button.");
choice = run_dialog();
if (choice == 1)
{
set_flag(0,0,1);
teleport_party(10,38,0);
}
if (choice == 2) // This if statement doesn't require {}'s because it only has one line of code run.
message_dialog("You decide to play it safe.");
}
break;

Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Please Help Me Experienced Editors... in Blades of Avernum
Apprentice
Member # 4258
Profile #29
quote:
Originally written by SmirfOfDoom:


beginstate 99;
reset_dialog();
if (get_flag(0,0) == 0)
add_dialog_str(0,"In this hidden corner you find a box. Inside the box is a big red button. There is nothing else in the box.","What do you do?");
add_dialog_choice(0,"Leave the button alone.");
add_dialog_choice(1,"Push the button.");
choice = run_dialog()
if (choice == 1)
set_flag(0,0,1);
teleport_party(10,38,0);
if (choice == 2)
message_dialog("You decide to play it safe.");
break;

First of all, you forgot a semicolon after "choice = run_dialog()". Also... you didn't use any {}'s around your if statement code, which you need to do if the statement has more than one line of code run after it. Change it to something like this:

beginstate 99;
reset_dialog();
if (get_flag(0,0) == 0)
{
add_dialog_str(0,"In this hidden corner you find a box. Inside the box is a big red button. There is nothing else in the box.","What do you do?");
add_dialog_choice(0,"Leave the button alone.");
add_dialog_choice(1,"Push the button.");
choice = run_dialog();
if (choice == 1)
{
set_flag(0,0,1);
teleport_party(10,38,0);
}
if (choice == 2) // This if statement doesn't require {}'s because it only has one line of code run.
message_dialog("You decide to play it safe.");
}
break;

Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Some Musings on Tactics in Blades of Avernum
Apprentice
Member # 4258
Profile #16
One way that you could prevent a boss monster from being Simalcrumed is by making a terrain script that removes any duplicates of the boss. I made a script similar to this for a boss fight... but I had it disable any summons at all instead of just the boss:

check_char = 86;
while(check_char < 120)
{
if(char_ok(check_char))
{
if(get_summon_level(check_char) > 0)
{
erase_char(check_char);
print_str_color("Your summon is disrupted.", 2);
}
}
check_char = check_char + 1;
}
With a few modifications you could get it to only erase a duplicate of the boss. Just use the creature_type(short char) call to check if the summoned monster is the same type as the boss. Alternately you could probably have the boss's creature script check if it is a summoned creature and then erase itself if so.

[ Monday, August 30, 2004 14:18: Message edited by: Gorvin ]
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Bug list and suggestions in Blades of Avernum
Apprentice
Member # 4258
Profile #14
Another bug to add to the list:

There is a way to search/use any object that you can currently look at, even if none of your party members are near it. First, click on the Look button. Second, use the buttons on the border of your view to scroll the screen around until the object is near the center. Third, click on the object to search it.

This can be used to activate terrain scripts that can be searched. For example, you could close a door that you were not next to, or pull a chain wheel to open a gate even if you were behind it. However, the bug cannot be used to open containers that are out of reach.

Note: I found this in the Mac version, I have no idea if the PC version also has this bug.

[ Sunday, August 29, 2004 13:27: Message edited by: Gorvin ]
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Numbers and Things... in Blades of Avernum
Apprentice
Member # 4258
Profile #1
quote:

Does anyone have any specific data on elements of gameplay, such as how often Fast on Feet and Quick Strike at different levels gives you an extra ability point, or how often a point of Hardiness will reduce damage taken? What exactly does Divinely Touched do? How much better are you at picking locks with Nimble Fingers? How exactly does Toughness Work? Does the Elite Warrior bonus work with pole weapons or only with Mellee, and how much of a bonus is? Stuff like that...
I can comment on a few of these...

Divinely Touched trait - Gives a bonus to Str, Dex, and Int equal to 1 + level/7. Also gives you the overpowered ability, Divine Aid, which essentially turns you into an invincible killing machine for a few rounds.

Hardiness - I *think* it blocks physical damage randomly in a range of 0 to the amount you have trained. Also increases magic resistance by 1 for each point, and it increases fire and cold resistances by 9 for every 4 points put in (strangely it increases them by 1 for each point until you get to the 4th, at which they go up by 6).

Elite Warrior helps with pole as well as melee, but I'm unsure of the exact bonus it gives.

quote:
Oh, and what does "Poison Damage" such as from the Cobra Charm and Alien Blade do? Is it any good?
Every time you hit an enemy with that weapon it will poison them, causing them to take additional damage each round until it wears off. Personally I found the extra poison damage to be insignificant and discarded the Alien Blade for a weapon with a higher base damage.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Morog's Treasures Room...Help! in Blades of Avernum
Apprentice
Member # 4258
Profile #1
It's been a while since I last went through this scenario, so I could be wrong... but, I think there is a secret passage in the small lava pool near the gate.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
A novice needs help! in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #1
quote:
Originally written by Waylander:



State not found - 0

Huh? Didn't I just define the state in my script?

No, you defined state 10. There a few special states that you NEED to have defined in each town script. They are:

beginstate INIT_STATE;
// This state called whenever this town is entered.

break;

beginstate EXIT_STATE;
// Always called when the town is left.

break;

beginstate START_STATE;
// This state is called every turn the party is in this town.

break;
When you first entered the town it looked for the INIT_STATE in your script (state 0), couldn't find it, and gave you an error. If you don't want anything special to happen on entrance, you can just leave that state empty, but it must be defined.

[ Friday, July 09, 2004 21:02: Message edited by: Gorvin ]
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
A novice needs help! in Blades of Avernum
Apprentice
Member # 4258
Profile #1
quote:
Originally written by Waylander:



State not found - 0

Huh? Didn't I just define the state in my script?

No, you defined state 10. There a few special states that you NEED to have defined in each town script. They are:

beginstate INIT_STATE;
// This state called whenever this town is entered.

break;

beginstate EXIT_STATE;
// Always called when the town is left.

break;

beginstate START_STATE;
// This state is called every turn the party is in this town.

break;
When you first entered the town it looked for the INIT_STATE in your script (state 0), couldn't find it, and gave you an error. If you don't want anything special to happen on entrance, you can just leave that state empty, but it must be defined.

[ Friday, July 09, 2004 21:02: Message edited by: Gorvin ]
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
DwD - Vakhos' hidden weakness? in Blades of Avernum
Apprentice
Member # 4258
Profile #6
quote:
Originally written by Keep:

Without it, priests wouldn't have any good offensive spells compared to mages.
And they shouldn't IMO, as that would leave very little reason to have a mage instead of a priest.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
DwD - Vakhos' hidden weakness? in Blades of Avernum
Apprentice
Member # 4258
Profile #4
The reason, as far as I can tell, is because Cloud of Blades seems to do damage based on a % of the target's health. Therefor monsters with high hit points (ie bosses) will take a huge amount of damage from it. Personally I feel this makes the spell a little overpowered, especially considering that it only costs 10 SP cast, and is a priest spell no less.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Interesting solo character... in Blades of Avernum
Apprentice
Member # 4258
Profile #9
quote:
Originally written by GavinFox:

Nah, just Haste and Light and Slow, really. She's gonna be more of a priest..

And is there *any* way to have, standard, enough movement points for three attacks? How much Dex and Quick Strike would one need for that? At what point is it that more Dex wouldn't matter? I'm trying to figure out the balance of "most benefit at any given time" here...

I don't believe it's possible to have 9+ AP *every* turn, at least without Divine Aid. As was mentioned above, Dex does not give any AP bonus. Quick Strike randomly gives a +2 bonus to AP, with the chance of that happening dependant on how much skill you have in it (but will never give more than +2). Fast on Feet randomly gives a +1 bonus to AP. Haste gives a constant +2 bonus to AP. Items such as the Slippers of Speed will randomly give AP bonuses up to their maximum.

So, with Haste (+2), Quick Strike (+0 or +2), Fast on Feet (+0 or +1), and Slippers of Speed (+0 or +1), your AP will vary from 6 to 10 each turn. You can increase the maximum amount by equiping other items that boost AP, but the minimum will never rise above 6 (except possibly with Divine Aid, which I think doubles your AP).
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Interesting solo character... in Blades of Avernum
Apprentice
Member # 4258
Profile #7
quote:
Originally written by Thuryl:

Get strength and dexterity high enough (I think you need str 8 and dex 10) and you may be eligible for Gymnastics, which also gives AP bonuses;
Gymnastics doesn't give any AP bonuses from what I've seen, only Quick Strike.

quote:
Originally written by GavinFox:

[QB][/QB]I'm trying to figure out what she would get, if it would be possible to have her only wear light armor as part of her character... that might be neat... is the mage wearing armor thing just a percentage to fail? Or when they are encumbered (in the number-way) period? How does that work?
It's dependant on whether you're wearing any encumbering armor at all, even if your encumberance level is 0 (Defense skill reduces it). However, this only affects spells stronger than Slow. Since the Haste spell is lower than Slow you can still cast it while wearing armor. If you plan on being able to cast the high level spells eventually though, you should get the Natural Mage trait.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
character traits in Blades of Avernum
Apprentice
Member # 4258
Profile #12
quote:
Originally written by Qalnor:

To top it all off, they [Nephils] get a truly free 2 levels extra of dexterity. And by truly free I mean it doesn't increase the cost of increasing dex, so the bonus effectively gets better as you spend more in dex (ie when you get to 20 dex you only had to spend 18 dex worth of creation points).
Actually, that +2 bonus becomes even greater as you advance in levels. More specifically, the Nephil dex bonus is equal to 2 + level / 7. My level 40
Nephil priest has 9 dex currently (only 1 less than my Slith warrior), without having spent a single point on it. A +2 bonus at level 1 might not seem like a whole lot, but at higher levels this bonus adds up to a huge amount of "free" skill points.

It's also worth mentioning that the bonuses from Divinely Touched work in the same way (except it affects Str, Dex, and Int and each bonus is equal to 1 + level / 7). Personally I think this bonus is insanely overpowered and wouldn't take it simply because it completely unbalances the game at higher levels.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Can't turn on Debug Mode? in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #0
In the docs it says that the call turn_on_debug_mode() should activate debug mode... But when I try to use it I get the error: "Unknown command turn_on_debug_mode in line 29." This is using Mac version 1.1.

Help?
Posts: 28 | Registered: Wednesday, April 14 2004 07:00

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