Profile for Kiexcolo

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).

Recent posts

Pages

AuthorRecent posts
A thought about the line number "bug". in Blades of Avernum
Warrior
Member # 4492
Profile #5
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
Profile #9
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
Profile #9
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
Profile #4
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
Profile #4
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
Profile #3
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
Profile #3
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
Profile #4
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
Profile #4
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
Profile #4
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
Profile #4
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
Profile #46
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
Profile #46
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
Profile #2
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
Profile #2
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
Profile #39
quote:
Originally written by Kelandon:


As for the initial topic of this thread, I (obviously) have a scenario that I'm working on under the name The Slith Homeland (although that is subject to change). The premise is, well, the sliths are trying to get to their homeland through Lost Bahssikava. I have about nine towns almost done right now, and I'm not sure how much more there will be -- this scenario could go on for another twenty towns or just another one or two, depending on how I sketch out the rest of the plot.
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
Profile #39
quote:
Originally written by Kelandon:


As for the initial topic of this thread, I (obviously) have a scenario that I'm working on under the name The Slith Homeland (although that is subject to change). The premise is, well, the sliths are trying to get to their homeland through Lost Bahssikava. I have about nine towns almost done right now, and I'm not sure how much more there will be -- this scenario could go on for another twenty towns or just another one or two, depending on how I sketch out the rest of the plot.
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
Profile #0
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
Profile #0
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
Profile #10
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
Profile #8
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

Pages