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Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Apprentice
Member # 4656
Profile #71
So is anyone actually planning on porting this anytime in the not-so-distant future? Possibly? A definite "maybe" would be great.

Knowing this tool is out there has completely robbed me of the willpower required to slog through outdoor sections in 2-D.

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I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Apprentice
Member # 4656
Profile #71
So is anyone actually planning on porting this anytime in the not-so-distant future? Possibly? A definite "maybe" would be great.

Knowing this tool is out there has completely robbed me of the willpower required to slog through outdoor sections in 2-D.

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
I read the manual thiny, and I dont get this buffer text thingy in Blades of Avernum Editor
Apprentice
Member # 4656
Profile #6
Right,

short char_number = 0;
string char_addressed;

are just the ones I chose for the example.
You can call them anything you like.

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
I read the manual thiny, and I dont get this buffer text thingy in Blades of Avernum
Apprentice
Member # 4656
Profile #6
Right,

short char_number = 0;
string char_addressed;

are just the ones I chose for the example.
You can call them anything you like.

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
A small Rebelion Poll in Blades of Avernum
Apprentice
Member # 4656
Profile #24
quote:
Originally written by Kelandon:

While role-playing, it is traditional (and often more fun) to identify with your characters. Using the first person is a common way to achieve this. (This doesn't mean be yourself; it means put yourself in your character's shoes as much as possible.)

So nyah.

Yes, that's one approach, and the one I choose more often than not. But sometimes it's all kinds of fun to RP a cold, unfeeling bastard of a character with whom I have nothing at all in common. Or perhaps it forces me to come to terms with the likelihood that I may have more in common with my naughty character than I allow myself to believe...

And for me, that's one of the hallmarks of a *really* good RPG: At some point it leads you to ask yourself, "Am I playing the role of this fantasy character, or is this character playing a fantasy version of ME?"

The more those boundaries are blurred, the more immersive the game becomes. ASR pulls this off quite nicely, I think, which is why I enjoyed playing it so much.

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I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
A small Rebelion Poll in Blades of Avernum
Apprentice
Member # 4656
Profile #19
What's with all the talk about *I* did this, and *I* did that?

My party was there on a contract from the Empire. They were hired to do a job, and they successfully fulfilled their end of the bargain. End of story.

Now, if it had been *I* actually there, I'm pretty sure things would've gone much differently. ;)

As it turned out though, my party decided in the end that a strong sense of morality might well be a thing of great worth, but it don't pay the bills. Hence their decision to work for the side with the deepest pockets.

(but then, of course, *I* played the scenario again and slaughtered every single Empire sympathizer in sight :D )

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I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Creature editor in Blades of Avernum Editor
Apprentice
Member # 4656
Profile #11
Very excellent. Great work jaaari, thank you!

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I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Creature editor in Blades of Avernum
Apprentice
Member # 4656
Profile #11
Very excellent. Great work jaaari, thank you!

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
I read the manual thiny, and I dont get this buffer text thingy in Blades of Avernum Editor
Apprentice
Member # 4656
Profile #3
Did you read the section in the appendix on string manipulation? It's pretty self-explanatory. Basically the text buffer just gives you a way to do some really nifty things with string variables to customize text output.

For instance, you could do something like this:

code =
if (species_in_party(3) == 1) { // If there's a slith in the player's party
while (get_species(char_number) != 3) { // Cycle through PC's to identify the slith
char_number = char_number + 1;
}
clear_buffer(); // Prep the buffer by emptying it out
append_string("Bob frowns at "); // Add this text into the buffer
append_char_name(char_number); // Tack the slith PC's name onto the end of the text above
append_string(". _And that includes you._"); // Add this text after the PC's name
get_buffer_text(char_addressed); // Assigns all the text we just made to variable char_addressed
message_dialog("_I don't deal with sliths._",char_addressed); // Displays the first text in a dialog, followed by the buffer text we just created
}
break;
So the final result is, if the player has a slith named Ssschah in his party, the text the player sees in the dialog will now read:

"I don't deal with sliths." Bob frowns at Ssschah. "And that includes you."

In this example, we've used the text buffer to "build" a custom chunk of text using a literal and a constant, which is something that would be impossible to do without the string manipulation calls and the text buffer.

[ Thursday, July 22, 2004 18:58: Message edited by: 20eyes ]

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I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
I read the manual thiny, and I dont get this buffer text thingy in Blades of Avernum
Apprentice
Member # 4656
Profile #3
Did you read the section in the appendix on string manipulation? It's pretty self-explanatory. Basically the text buffer just gives you a way to do some really nifty things with string variables to customize text output.

For instance, you could do something like this:

code =
if (species_in_party(3) == 1) { // If there's a slith in the player's party
while (get_species(char_number) != 3) { // Cycle through PC's to identify the slith
char_number = char_number + 1;
}
clear_buffer(); // Prep the buffer by emptying it out
append_string("Bob frowns at "); // Add this text into the buffer
append_char_name(char_number); // Tack the slith PC's name onto the end of the text above
append_string(". _And that includes you._"); // Add this text after the PC's name
get_buffer_text(char_addressed); // Assigns all the text we just made to variable char_addressed
message_dialog("_I don't deal with sliths._",char_addressed); // Displays the first text in a dialog, followed by the buffer text we just created
}
break;
So the final result is, if the player has a slith named Ssschah in his party, the text the player sees in the dialog will now read:

"I don't deal with sliths." Bob frowns at Ssschah. "And that includes you."

In this example, we've used the text buffer to "build" a custom chunk of text using a literal and a constant, which is something that would be impossible to do without the string manipulation calls and the text buffer.

[ Thursday, July 22, 2004 18:58: Message edited by: 20eyes ]

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Apprentice
Member # 4656
Profile #34
The sooner this thing goes into feature-lock, the sooner Isaac can release a bug-free v1.0.

Which means (hopefully), the sooner someone can port it to Win32, and the sooner I can put it to use for my own evil... erm... creative purposes.

So obviously, I'm strongly opposed to adding more features. :D

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Apprentice
Member # 4656
Profile #34
The sooner this thing goes into feature-lock, the sooner Isaac can release a bug-free v1.0.

Which means (hopefully), the sooner someone can port it to Win32, and the sooner I can put it to use for my own evil... erm... creative purposes.

So obviously, I'm strongly opposed to adding more features. :D

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Give me your opinion, please. in Blades of Avernum Editor
Apprentice
Member # 4656
Profile #13
I'm VERY happy that people are focusing on interesting PC/NPC interactions for their scenarios. I'm trying to do the same with mine, but I haven't found myself even close to hitting the node limit yet. Holy crap.

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Give me your opinion, please. in Blades of Avernum
Apprentice
Member # 4656
Profile #13
I'm VERY happy that people are focusing on interesting PC/NPC interactions for their scenarios. I'm trying to do the same with mine, but I haven't found myself even close to hitting the node limit yet. Holy crap.

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Fun with string manipulation in Blades of Avernum Editor
Apprentice
Member # 4656
Profile #7
Yeah, been there done that, GIFTS. My original code still contains the remnants of a few failed add_string attempts that are very similar to your suggestion.

message_dialog("blahblah",x), I believe, is the only call that can output buffer text *while in dialogue mode* (where x = the buffer text). If anyone knows any different, please correct me!

At any rate, my script is humming along nicely now, so it's all good. Now my NPC's can recognize the species of every PC in the player's party and say nifty things like "Aldous, you're a pitiful excuse for a human" and "Trust me, I know a slith fart when I smell one. No more broccoli for you tonight, Ssschah."

The fun never ends.

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Fun with string manipulation in Blades of Avernum
Apprentice
Member # 4656
Profile #7
Yeah, been there done that, GIFTS. My original code still contains the remnants of a few failed add_string attempts that are very similar to your suggestion.

message_dialog("blahblah",x), I believe, is the only call that can output buffer text *while in dialogue mode* (where x = the buffer text). If anyone knows any different, please correct me!

At any rate, my script is humming along nicely now, so it's all good. Now my NPC's can recognize the species of every PC in the player's party and say nifty things like "Aldous, you're a pitiful excuse for a human" and "Trust me, I know a slith fart when I smell one. No more broccoli for you tonight, Ssschah."

The fun never ends.

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Fun with string manipulation in Blades of Avernum Editor
Apprentice
Member # 4656
Profile #4
Thanks Kel, I've managed to beat my poor script into submission using message_dialog() while in dialogue mode. It ain't pretty, but at least now it does what I want it to do. :)

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Fun with string manipulation in Blades of Avernum
Apprentice
Member # 4656
Profile #4
Thanks Kel, I've managed to beat my poor script into submission using message_dialog() while in dialogue mode. It ain't pretty, but at least now it does what I want it to do. :)

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Give me your opinion, please. in Blades of Avernum Editor
Apprentice
Member # 4656
Profile #8
Long scenarios can be fun, short scenarios can be fun, but long scenarios that *might* be fun if they weren't so damn long cannot. :D

It's probably not a good idea to bloat up a decent short scenario with tons of filler just for the sake of making it "bigger." Personally, I'd rather play 5 short, really cool scenarios than 1 sprawling but mediocre one.

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Give me your opinion, please. in Blades of Avernum
Apprentice
Member # 4656
Profile #8
Long scenarios can be fun, short scenarios can be fun, but long scenarios that *might* be fun if they weren't so damn long cannot. :D

It's probably not a good idea to bloat up a decent short scenario with tons of filler just for the sake of making it "bigger." Personally, I'd rather play 5 short, really cool scenarios than 1 sprawling but mediocre one.

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Fun with string manipulation in Blades of Avernum Editor
Apprentice
Member # 4656
Profile #0
I have two questions:

First, is there any way to use a string variable inside a dialogue as part of the "answer" text (text1, text2, etc.)?

Specifically, I'm trying to have an NPC say something in reference to a member of the party who is a slith, and have the NPC use the character's name in the text. Here's what I'm trying (probably in vain) to do:

variables;

short char_number = 0;
string char_addressed;

code =

if (species_in_party(3) == 1) {
while (get_species(char_number) != 3) {
char_number = char_number + 1;
}
clear_buffer();
append_string("The mayor glances uneasily at ");
append_char_name(char_number);
append_string(". _No offense intended, of course._");
get_buffer_text(char_addressed);
print_str(char_addressed);
}
break;
Obviously this is goofy and not much use while in a dialogue, because print_str only outputs to the little text area beneath the play screen, and I get underscores instead of quote marks.

My second question is related to the first, but far more stupid: How can I output a variable stored with the get_buffer_text call to a plain old dialogue box?

Thanks for any guidance!

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
Fun with string manipulation in Blades of Avernum
Apprentice
Member # 4656
Profile #0
I have two questions:

First, is there any way to use a string variable inside a dialogue as part of the "answer" text (text1, text2, etc.)?

Specifically, I'm trying to have an NPC say something in reference to a member of the party who is a slith, and have the NPC use the character's name in the text. Here's what I'm trying (probably in vain) to do:

variables;

short char_number = 0;
string char_addressed;

code =

if (species_in_party(3) == 1) {
while (get_species(char_number) != 3) {
char_number = char_number + 1;
}
clear_buffer();
append_string("The mayor glances uneasily at ");
append_char_name(char_number);
append_string(". _No offense intended, of course._");
get_buffer_text(char_addressed);
print_str(char_addressed);
}
break;
Obviously this is goofy and not much use while in a dialogue, because print_str only outputs to the little text area beneath the play screen, and I get underscores instead of quote marks.

My second question is related to the first, but far more stupid: How can I output a variable stored with the get_buffer_text call to a plain old dialogue box?

Thanks for any guidance!

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
A free great text/script editor for BoA! in Blades of Avernum Editor
Apprentice
Member # 4656
Profile #20
Yeesh. Mr. Winkyface apologizes for his rash and denunciatory judgment of you, Shining Lightbulb. Isn't that right, Mr. Winkyface? ;)

You don't play Nethack?! What's WRONG with you? ;)

BAD Mr. Winkyface! Now cut that out!

What Andrea said.

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
A free great text/script editor for BoA! in Blades of Avernum
Apprentice
Member # 4656
Profile #20
Yeesh. Mr. Winkyface apologizes for his rash and denunciatory judgment of you, Shining Lightbulb. Isn't that right, Mr. Winkyface? ;)

You don't play Nethack?! What's WRONG with you? ;)

BAD Mr. Winkyface! Now cut that out!

What Andrea said.

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00
What KIND of scenerios do you like and what do you expect from them? in Blades of Avernum
Apprentice
Member # 4656
Profile #2
Turn ons: Challenging combats, nifty and balanced special items, puzzles with logical solutions, colorful characters, engaging dialogue...

Above all else, an interesting storyline is what keeps me coming back. I don't care what it's about, where/when it takes place, or even if it's particularly original, as long as it's interesting.

I can deal with just about any other flaw as long as the last criteria is met. Well, except for nonsensical puzzles, which I have a passionate distaste for.

--------------------
I ain't no ******* son of a *****.
You better think about it, baby.
Posts: 29 | Registered: Saturday, July 3 2004 07:00

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