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Can't turn on Debug Mode? in Blades of Avernum
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
uh-oh, I got an idea... in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #29
quote:
Originally written by Ragnarok Hellcaller:

Okay, yes I double posted, but 's been a while since I came with another question. Does anyone know if it would be possible to make a creature carry around a field of darkness? If it is possible, I'd love to get help on it. I figured that would set the stage for a very interesting fight. I want to make it so that when the party encounters these things outside, all they see is a bunch of dark areas advancing on them. Then, whenever a character gets near one of the beasties, the beastie is only momentarily visible. Like I said, this would be really cool, but I haven't got a clue about how I'd go about making that happen.
Hmm... you could probably do it if you used a black floor type set to block all view through it for the darkness. You'd just have to build it into the creature's script by making them change all the floor surrounding them into darkness whenever they take a step, and change the floor they just left back to what it was originally.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
uh-oh, I got an idea... in Blades of Avernum
Apprentice
Member # 4258
Profile #29
quote:
Originally written by Ragnarok Hellcaller:

Okay, yes I double posted, but 's been a while since I came with another question. Does anyone know if it would be possible to make a creature carry around a field of darkness? If it is possible, I'd love to get help on it. I figured that would set the stage for a very interesting fight. I want to make it so that when the party encounters these things outside, all they see is a bunch of dark areas advancing on them. Then, whenever a character gets near one of the beasties, the beastie is only momentarily visible. Like I said, this would be really cool, but I haven't got a clue about how I'd go about making that happen.
Hmm... you could probably do it if you used a black floor type set to block all view through it for the darkness. You'd just have to build it into the creature's script by making them change all the floor surrounding them into darkness whenever they take a step, and change the floor they just left back to what it was originally.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Divinedly touched in Blades of Avernum
Apprentice
Member # 4258
Profile #12
quote:
Originally written by Dragongirl:

can someone quote the bonus given to dex and int from this trait?

strength bonus is easily seen through weight ability. However, dex and int seem obscure.

Strength also affects melee damage.

Dex affects ability to dodge, ability to hit, how quickly you act in combat, and missile damage.

Int affects spell effectiveness, although only by a small amount, the main factor in spell effectiveness seems to be in the actual level that you know the spell. Normally Int would also increase your max spell energy as well, but skill bonuses can't increase your max spell or health levels.

I tested this trait out a little, and the bonus to those 3 stats seems be 1 + (character level / 7). At high levels this adds up to a LOT of "free" skill points.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Call to put items into containers? in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #0
Reading through the docs it says that the call put_item_on_spot(x,y,item) should mark the item it places as "contained" if there is a container on the spot. However, when I try to use this, whether the container is a barrel, crate, or terrain, it doesn't set the contained flag and you can see the item just sitting on top of it.

Is there no way to place an item into a container through a script?
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Call to put items into containers? in Blades of Avernum
Apprentice
Member # 4258
Profile #0
Reading through the docs it says that the call put_item_on_spot(x,y,item) should mark the item it places as "contained" if there is a container on the spot. However, when I try to use this, whether the container is a barrel, crate, or terrain, it doesn't set the contained flag and you can see the item just sitting on top of it.

Is there no way to place an item into a container through a script?
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Math Algorithm Bug in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #0
I just found a strange little bug in the math algorithm...
I tested these 2 lines of code:

print_num(24 - 21 + 1);
print_num(1 + 24 - 21);

They *should* both produce a result of 4, yet the first line subtracts the 1 instead of adding it and produces a result of 2. The second line works fine however.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Math Algorithm Bug in Blades of Avernum
Apprentice
Member # 4258
Profile #0
I just found a strange little bug in the math algorithm...
I tested these 2 lines of code:

print_num(24 - 21 + 1);
print_num(1 + 24 - 21);

They *should* both produce a result of 4, yet the first line subtracts the 1 instead of adding it and produces a result of 2. The second line works fine however.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Horrors! My crime was seen! in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #1
You could have the START_STATE of the town use the get_crime_level() call to check if a crime was commited, and then use the set_crime_level() call to set it back if so... Though you would still get the "Your crime was seen" message.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Horrors! My crime was seen! in Blades of Avernum
Apprentice
Member # 4258
Profile #1
You could have the START_STATE of the town use the get_crime_level() call to check if a crime was commited, and then use the set_crime_level() call to set it back if so... Though you would still get the "Your crime was seen" message.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
A way to prevent blood stains? in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #7
quote:
Originally written by spyderbytes:

The method of sending a message to a terrain script should erase the stains at the end of the current turn, rather than at the beginning of the next turn (I'm fairly certain I remember reading that messages are handled at the very end of the current turn). I think that'll get you closer to what you're wanting.

Ah ha, it worked! The player now only sees the stain for a brief moment after it dies. It's not perfect, but it's close enough. Thanks for the tip.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
A way to prevent blood stains? in Blades of Avernum
Apprentice
Member # 4258
Profile #7
quote:
Originally written by spyderbytes:

The method of sending a message to a terrain script should erase the stains at the end of the current turn, rather than at the beginning of the next turn (I'm fairly certain I remember reading that messages are handled at the very end of the current turn). I think that'll get you closer to what you're wanting.

Ah ha, it worked! The player now only sees the stain for a brief moment after it dies. It's not perfect, but it's close enough. Thanks for the tip.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
A way to prevent blood stains? in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #4
quote:
Originally written by wz. arsics:

Hmm... maybe you could try playing around with the species? (listed on page 58 of the appendices) Maybe some will give you different remains. "Other," perhaps?
I've tried testing it with all the different species types, and they all leave behind some kind of "stain", usually blood.

quote:
Originally written by Kelandon:


You could have the monster set an SDF, and then put in the town's START_STATE that if the monster is dead, use the call to erase the blood.

I'll probably use this if I can't figure out a better way. The problem with this is that the blood would stay around until the end of the turn. If possible, I would like to have it removed as soon as it is placed, or stop it from appearing at all, so that the player never sees it.

What I'm trying to do is create a sea monster type enemy that travels through water terrain. I've got it working rather well, except that when it dies the blood spots appearing on top of the water look really out of place.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
A way to prevent blood stains? in Blades of Avernum
Apprentice
Member # 4258
Profile #4
quote:
Originally written by wz. arsics:

Hmm... maybe you could try playing around with the species? (listed on page 58 of the appendices) Maybe some will give you different remains. "Other," perhaps?
I've tried testing it with all the different species types, and they all leave behind some kind of "stain", usually blood.

quote:
Originally written by Kelandon:


You could have the monster set an SDF, and then put in the town's START_STATE that if the monster is dead, use the call to erase the blood.

I'll probably use this if I can't figure out a better way. The problem with this is that the blood would stay around until the end of the turn. If possible, I would like to have it removed as soon as it is placed, or stop it from appearing at all, so that the player never sees it.

What I'm trying to do is create a sea monster type enemy that travels through water terrain. I've got it working rather well, except that when it dies the blood spots appearing on top of the water look really out of place.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
A way to prevent blood stains? in Blades of Avernum Editor
Apprentice
Member # 4258
Profile #0
Hi,

I need a way to make it so a monster does not leave behind a blood stain when it dies (or any other type of stain). The only way around this that I can think of is to have the creature's death state use the erase_creature call, but then the death animation wouldn't play. I've tried using "put_stain_on_space(my_loc_x, my_loc_y, -1);" in its death state to erase the stain, but that doesn't work because the engine calls it immediately before killing the creature rather than after.

Any suggestions on how to get around this?
Thanks.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
A way to prevent blood stains? in Blades of Avernum
Apprentice
Member # 4258
Profile #0
Hi,

I need a way to make it so a monster does not leave behind a blood stain when it dies (or any other type of stain). The only way around this that I can think of is to have the creature's death state use the erase_creature call, but then the death animation wouldn't play. I've tried using "put_stain_on_space(my_loc_x, my_loc_y, -1);" in its death state to erase the stain, but that doesn't work because the engine calls it immediately before killing the creature rather than after.

Any suggestions on how to get around this?
Thanks.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
Really Minor Bugs in Blades of Avernum
Apprentice
Member # 4258
Profile #27
I've found a couple more...

You can search/use objects that are within your vision but should be out of reach. Example: your group is blocked by a portcullis but can see the turn wheel behind it that opens it. Click on look, then click on the window borders to get the wheel near the center of your view, then click on the wheel and you'll be able to open the gate.

Also, this might not necessarily be a bug... but the Arcane Summon spell is able to summon vampires. This might not sound so bad until you realize that vampires have the ability to cast more Arcane Summon spells, which of course has the possiblity of summoning even more vampires, which will have the possibility of summoning even more vampires, which will have the possibility of summoning even more vampires, etc...
Posts: 28 | Registered: Wednesday, April 14 2004 07:00
skills in Blades of Avernum
Apprentice
Member # 4258
Profile #16
quote:
Originally written by Vent:

quote:
Originally written by Thuryl:

Perhaps you have an item equipped which raises Dexterity, or you bought a Dexterity increase from a trainer at some point?
Good points, for items I checked and removed all of them, this char had none. Are really skills point trained through a trainer doesn't count? I dunno.

I can't remember have met any trainer that increase my dex (first 3 Jeff scenario).

Also this would have mean to have unlearned defence skills as I started with 2. Or the special rule apply only for the 4 first skills.

About special cases, I also quoted that some skills automatically add one point to some other skills when they reach some value, perhaps those added points count or not in base. I dunno.

Nephil characters start with a higher base Dex than the other races. Specifically, they start with a base of 4 Dex, while the others have a base of 2. However, a Nephil's base Dex also gets even higher as they gain levels. None of this bonus gets counted towards the requirements for the special skills though.
Posts: 28 | Registered: Wednesday, April 14 2004 07:00

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