Profile for Kiexcolo
Field | Value |
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Displayed name | Kiexcolo |
Member number | 4492 |
Title | Warrior |
Postcount | 61 |
Homepage | |
Registered | Wednesday, June 9 2004 07:00 |
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A thought about the line number "bug". in Blades of Avernum | |
Warrior
Member # 4492
|
written Friday, June 25 2004 17:51
Profile
I'm using visual C and I'm afraid it has the same line problem. Theres a different interpretation between line feed and carriage return I suppose since when I open your text files with notepad, its just one long continous line and I have a tendency to cut and paste. Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
State not ended properly in Line 1. in Blades of Avernum Editor | |
Warrior
Member # 4492
|
written Friday, June 25 2004 17:46
Profile
I can't tell whats the problem, but maybe you should use a terrain script instead, check BOA's starting scenerios for a lever script. You just have to input the x,y coords in the memory cells. Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
State not ended properly in Line 1. in Blades of Avernum | |
Warrior
Member # 4492
|
written Friday, June 25 2004 17:46
Profile
I can't tell whats the problem, but maybe you should use a terrain script instead, check BOA's starting scenerios for a lever script. You just have to input the x,y coords in the memory cells. Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
State not ended properly in Line 1. in Blades of Avernum Editor | |
Warrior
Member # 4492
|
written Thursday, June 24 2004 20:03
Profile
I THINK, I'm never sure heh, that when theres an error, your dialogue script will not be loaded so you have to solve your error first. Edit: Ops, I made a mistake, I thought your dialogue script was the one with the error, not your townscript. Sorry I was no help. [ Thursday, June 24, 2004 20:06: Message edited by: Kiexcolo ] Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
State not ended properly in Line 1. in Blades of Avernum | |
Warrior
Member # 4492
|
written Thursday, June 24 2004 20:03
Profile
I THINK, I'm never sure heh, that when theres an error, your dialogue script will not be loaded so you have to solve your error first. Edit: Ops, I made a mistake, I thought your dialogue script was the one with the error, not your townscript. Sorry I was no help. [ Thursday, June 24, 2004 20:06: Message edited by: Kiexcolo ] Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
Player input? in Blades of Avernum Editor | |
Warrior
Member # 4492
|
written Thursday, June 24 2004 19:45
Profile
Yup, unfortunately VOID get_text_response(char top_text) doesn't return anything so you can't make a string to copy it. Unless you study the actual coding and find the actual variable used to store the array of characters, then you might be able to make a copy and save it as a global or pointer or whatever but whether this messes up everything I have no idea. I think this is the call but I'm not sure. Check keydlgs.c for actual coding. Theres a lot of unknowns in its coding so I'm not giving any more suggestions. void get_str_dlog(char *start_str,char *header_str,char *response,Boolean string_string = FALSE); [ Thursday, June 24, 2004 20:01: Message edited by: Kiexcolo ] Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
Player input? in Blades of Avernum | |
Warrior
Member # 4492
|
written Thursday, June 24 2004 19:45
Profile
Yup, unfortunately VOID get_text_response(char top_text) doesn't return anything so you can't make a string to copy it. Unless you study the actual coding and find the actual variable used to store the array of characters, then you might be able to make a copy and save it as a global or pointer or whatever but whether this messes up everything I have no idea. I think this is the call but I'm not sure. Check keydlgs.c for actual coding. Theres a lot of unknowns in its coding so I'm not giving any more suggestions. void get_str_dlog(char *start_str,char *header_str,char *response,Boolean string_string = FALSE); [ Thursday, June 24, 2004 20:01: Message edited by: Kiexcolo ] Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
Item problems in Blades of Avernum Editor | |
Warrior
Member # 4492
|
written Wednesday, June 23 2004 21:21
Profile
I think you have to do a clear command so that item propeties are not passed on. beginscendatascript; begindefineitem 448; it_variety = 17; it_protection = 1; it_bonus = 8; it_encumbrance = 0; it_floor_which_sheet = 1002; it_floor_which_icon = 7; it_inventory_icon = 8; it_icon_adjust = 11; it_value = 2000; it_weight = 10; it_ability_1 = 3; it_ability_str_1 = 1; it_ability_2 = 56; it_ability_str_2 = 3; it_name = "Cloak"; it_full_name = "Robe of the Rain"; begindefineitem 449; CLEAR; it_variety = 2; it_damage_per_level = 3; .... Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
Item problems in Blades of Avernum | |
Warrior
Member # 4492
|
written Wednesday, June 23 2004 21:21
Profile
I think you have to do a clear command so that item propeties are not passed on. beginscendatascript; begindefineitem 448; it_variety = 17; it_protection = 1; it_bonus = 8; it_encumbrance = 0; it_floor_which_sheet = 1002; it_floor_which_icon = 7; it_inventory_icon = 8; it_icon_adjust = 11; it_value = 2000; it_weight = 10; it_ability_1 = 3; it_ability_str_1 = 1; it_ability_2 = 56; it_ability_str_2 = 3; it_name = "Cloak"; it_full_name = "Robe of the Rain"; begindefineitem 449; CLEAR; it_variety = 2; it_damage_per_level = 3; .... Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
char_on_loc in Blades of Avernum Editor | |
Warrior
Member # 4492
|
written Wednesday, June 23 2004 01:02
Profile
I didn't really test on this because I have moved on to something else but I think just using first_group_member(0) always returns 0 in which I might as well use 0. But if character 0 dies, then character 1 takes his spot in the game but remains character 1 so it will not return the correct character standing at that spot. Its a bit messy but I think you know what I mean. *i's usage of char_ok(i) suits me better. Thanks anyway. Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
char_on_loc in Blades of Avernum | |
Warrior
Member # 4492
|
written Wednesday, June 23 2004 01:02
Profile
I didn't really test on this because I have moved on to something else but I think just using first_group_member(0) always returns 0 in which I might as well use 0. But if character 0 dies, then character 1 takes his spot in the game but remains character 1 so it will not return the correct character standing at that spot. Its a bit messy but I think you know what I mean. *i's usage of char_ok(i) suits me better. Thanks anyway. Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
Scenarios currently being worked on in Blades of Avernum Editor | |
Warrior
Member # 4492
|
written Monday, June 21 2004 03:56
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I think the purpose of some scenerios is to use a new party instead of your demi-god adventurers. Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
Scenarios currently being worked on in Blades of Avernum | |
Warrior
Member # 4492
|
written Monday, June 21 2004 03:56
Profile
I think the purpose of some scenerios is to use a new party instead of your demi-god adventurers. Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
char_on_loc in Blades of Avernum Editor | |
Warrior
Member # 4492
|
written Sunday, June 20 2004 08:03
Profile
Sounds feasible. Imma go try it. Edit: Yup it works. Thanks. [ Sunday, June 20, 2004 08:16: Message edited by: Kiexcolo ] Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
char_on_loc in Blades of Avernum | |
Warrior
Member # 4492
|
written Sunday, June 20 2004 08:03
Profile
Sounds feasible. Imma go try it. Edit: Yup it works. Thanks. [ Sunday, June 20, 2004 08:16: Message edited by: Kiexcolo ] Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
Scenarios currently being worked on in Blades of Avernum Editor | |
Warrior
Member # 4492
|
written Sunday, June 20 2004 07:52
Profile
quote:I'm working on a similar plot too. Dejavu. [ Sunday, June 20, 2004 07:54: Message edited by: Kiexcolo ] Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
Scenarios currently being worked on in Blades of Avernum | |
Warrior
Member # 4492
|
written Sunday, June 20 2004 07:52
Profile
quote:I'm working on a similar plot too. Dejavu. [ Sunday, June 20, 2004 07:54: Message edited by: Kiexcolo ] Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
char_on_loc in Blades of Avernum Editor | |
Warrior
Member # 4492
|
written Sunday, June 20 2004 05:50
Profile
I set a 1 square special encounter on location (13,3) with the script char_on_loc(13,3). However it always returns a -1. So I tried debugging by changing it to char_on_loc(13,4) with the special encounter still placed on (13,3)and it returns the character standing on (13,4) the turn before I trigger the special encounter. So how can I actually make it return the number of the character at(13,3)? Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
char_on_loc in Blades of Avernum | |
Warrior
Member # 4492
|
written Sunday, June 20 2004 05:50
Profile
I set a 1 square special encounter on location (13,3) with the script char_on_loc(13,3). However it always returns a -1. So I tried debugging by changing it to char_on_loc(13,4) with the special encounter still placed on (13,3)and it returns the character standing on (13,4) the turn before I trigger the special encounter. So how can I actually make it return the number of the character at(13,3)? Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
VODT: drake fang & magic pants in Blades of Avernum | |
Warrior
Member # 4492
|
written Thursday, June 10 2004 02:00
Profile
Thanks, now I can throw that skull away. Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
VODT: drake fang & magic pants in Blades of Avernum | |
Warrior
Member # 4492
|
written Thursday, June 10 2004 01:57
Profile
Its in a secret passage up the northen boundary near the mining town. You have to pass a lava floor. Anyway the reward sucks, Ice lances and smite? You can get Ice lances in School of Magery. Anyway if you have played Blades of Exile, a lot of the locations of special items to be found are similar. Now my question is what the hell is that skull doing on that rock. Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
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