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Question: Is there a call to get the PC's name? in Blades of Avernum Editor
Apprentice
Member # 4701
Profile #4
Ah, but having a female PC would only make it kinkier. Think of it as an added bonus.
Posts: 4 | Registered: Monday, July 12 2004 07:00
Question: Is there a call to get the PC's name? in Blades of Avernum
Apprentice
Member # 4701
Profile #4
Ah, but having a female PC would only make it kinkier. Think of it as an added bonus.
Posts: 4 | Registered: Monday, July 12 2004 07:00
A free great text/script editor for BoA! in Blades of Avernum Editor
Apprentice
Member # 4701
Profile #14
Crimson Editor has color coding as well, and it can be easily customized... you just need to make an spc and key file for the language. IT comes with 20 or so languages, so there are plenty of examples to look at, but I can't really decipher how they work. Otherwise I'd make one for Avernumscript.
Posts: 4 | Registered: Monday, July 12 2004 07:00
A free great text/script editor for BoA! in Blades of Avernum
Apprentice
Member # 4701
Profile #14
Crimson Editor has color coding as well, and it can be easily customized... you just need to make an spc and key file for the language. IT comes with 20 or so languages, so there are plenty of examples to look at, but I can't really decipher how they work. Otherwise I'd make one for Avernumscript.
Posts: 4 | Registered: Monday, July 12 2004 07:00
Stumped on dialogue. in Blades of Avernum Editor
Apprentice
Member # 4701
Profile #3
quote:
Originally written by Just Call Me Kel:

AND WHY ON EARTH ARE YOU MAKING A HLPM?! (Check link in sig!)
EDIT: You also need a scenario START_STATE. Not sure if it gives an error if you don't have it, but you should have it anyway. (Yes, this is different from the START_SCENARIO_STATE. Look at VoDT's scenario script if you want to know all the states that you should have.)

quote:
Originally written by Blank83:

really just to familiarize myself with the editor before I get started on a real scenario
I had never really planned on releasing it.

And thanks both of you. I did end up figuring out the START_STATE part on my own, though.

[ Tuesday, July 13, 2004 10:07: Message edited by: Blank83 ]
Posts: 4 | Registered: Monday, July 12 2004 07:00
Stumped on dialogue. in Blades of Avernum
Apprentice
Member # 4701
Profile #3
quote:
Originally written by Just Call Me Kel:

AND WHY ON EARTH ARE YOU MAKING A HLPM?! (Check link in sig!)
EDIT: You also need a scenario START_STATE. Not sure if it gives an error if you don't have it, but you should have it anyway. (Yes, this is different from the START_SCENARIO_STATE. Look at VoDT's scenario script if you want to know all the states that you should have.)

quote:
Originally written by Blank83:

really just to familiarize myself with the editor before I get started on a real scenario
I had never really planned on releasing it.

And thanks both of you. I did end up figuring out the START_STATE part on my own, though.

[ Tuesday, July 13, 2004 10:07: Message edited by: Blank83 ]
Posts: 4 | Registered: Monday, July 12 2004 07:00
Stumped on dialogue. in Blades of Avernum Editor
Apprentice
Member # 4701
Profile #0
I've been making a HLPM for the last couple of days, really just to familiarize myself with the editor before I get started on a real scenario. Anyway, it's basically done, except for a strange problem. I have 7 shops in the HLPM: Priest Spells, Mage Spells, Alchemy Recipes, Combat Skills, Weapons, Armor, and Misc. items. I've set up the shops for each of them (starting with shop 129 and going down, to avoid any kind of inconvenience for a scenario author), and created the dialogue. Nothing special,they just give one little line when you talk to them, and then you can buy whatever. The problem is, only the priest spells teacher works properly. The other 6 at first said nothing when spoken to, and had only an "OK" option to end the conversation. I then discovered I had accidentally made 2 talk node 11s. So I fixed that, and now they give their first line, but the only option is still "OK", ending the conversation. You can't buy from them, and I can't figure out why the Priest works and they don't.

EDIT: Oh, and every shopkeeper is calling the appropriate node when talked to -- I made them call the same node as their creature number, for simplicity (which is why it starts at 6).

Here's my script:
begintalkscript;

begintalknode 6;
state = -1;
nextstate = 1;
question = "Priest Spell Teacher";
text1 = "_Hello, my child. I am here to teach you certain holy rituals, if you wish to learn them._";

begintalknode 7;
state = -1;
nextstate = 2;
question = "Mage Spell Teacher";
text1 = "_Greetings. I am here to teach you certain powerful magics, if you wish._";

begintalknode 8;
state = -1;
nextstate = 3;
question = "Alchemy Teacher";
text1 = "_Hello there, youngsters. I can teach alchemy recipes._";

begintalknode 9;
state = -1;
nextstate = 4;
question = "Skills Teacher";
text1 = "_Here you can learn special combat skills to help in your journey._";

begintalknode 10;
state = -1;
nextstate = 5;
question = "Armor Vendor";
text1 = "_I am an armorsmith. Would you like to browse my wares?_";

begintalknode 11;
state = -1;
nextstate = 6;
question = "Weapons Vendor";
text1 = "_I make weapons. Have a look at my inventory?_";

begintalknode 12;
state = -1;
nextstate = 7;
question = "Item Vendor";
text1 = "_I sell anything that isn't weapons or armor. Have a look?_";

//If you want to change the price adjustment, change the next to last number. The
//same applies to all the shops.
begintalknode 13;
state = 1;
nextstate = -1;
question = "Learn Priest Spells";
code = begin_shop_mode("Priest Spells","", 125,1,1);
text1 = "_Very well. Here are the spells I can teach you._";

begintalknode 14;
state = 2;
nextstate = -1;
question = "Learn Mage Spells";
code = begin_shop_mode("Mage Spells","", 126,1,1);
text1 = "_Of course. Here are the spells I can teach you._";

begintalknode 15;
state = 3;
nextstate = -1;
question = "Learn Alchemy Recipes";
code = begin_shop_mode("Alchemy Recipes","", 124,1,1);
text1 = "_What would you like to learn?_";

begintalknode 16;
state = 4;
nextstate = -1;
question = "Learn Skills";
code = begin_shop_mode("Special Skills","", 123,1,1);
text1 = "_These are the skills you can learn.";

begintalknode 17;
state = 5;
nextstate = -1;
question = "Purchase Armor";
code = begin_shop_mode("Armor","",128,1,1);
text1 = "_Here are the most recent works I've finished._";

begintalknode 18;
state = 6;
nextstate = -1;
question = "Purchase Weapons";
code = begin_shop_mode("Weapons","",129,1,1);
text1 = "_Here's what I got for ya._";

begintalknode 19;
state = 7;
nextstate = -1;
question = "Purchase Items";
code = begin_shop_mode("Items",127,1,1);
text1 = "_What would you like?_";

break;
It's probably some stupid little thing I'm not seeing.

Also, I have another minor problem. The first time the player moves, the game gives the message

trainer Error: State not found -2 (trainer is the scenario script)

Nowhere do I try to call a state -2. I have "variables;", "LOAD_SCEN_STATE", and "START_SCEN_STATE". Am I missing anything? The game keeps running just fine, but it's a bit annoying and unpolished to have that message there.

[ Tuesday, July 13, 2004 06:07: Message edited by: Blank83 ]
Posts: 4 | Registered: Monday, July 12 2004 07:00
Stumped on dialogue. in Blades of Avernum
Apprentice
Member # 4701
Profile #0
I've been making a HLPM for the last couple of days, really just to familiarize myself with the editor before I get started on a real scenario. Anyway, it's basically done, except for a strange problem. I have 7 shops in the HLPM: Priest Spells, Mage Spells, Alchemy Recipes, Combat Skills, Weapons, Armor, and Misc. items. I've set up the shops for each of them (starting with shop 129 and going down, to avoid any kind of inconvenience for a scenario author), and created the dialogue. Nothing special,they just give one little line when you talk to them, and then you can buy whatever. The problem is, only the priest spells teacher works properly. The other 6 at first said nothing when spoken to, and had only an "OK" option to end the conversation. I then discovered I had accidentally made 2 talk node 11s. So I fixed that, and now they give their first line, but the only option is still "OK", ending the conversation. You can't buy from them, and I can't figure out why the Priest works and they don't.

EDIT: Oh, and every shopkeeper is calling the appropriate node when talked to -- I made them call the same node as their creature number, for simplicity (which is why it starts at 6).

Here's my script:
begintalkscript;

begintalknode 6;
state = -1;
nextstate = 1;
question = "Priest Spell Teacher";
text1 = "_Hello, my child. I am here to teach you certain holy rituals, if you wish to learn them._";

begintalknode 7;
state = -1;
nextstate = 2;
question = "Mage Spell Teacher";
text1 = "_Greetings. I am here to teach you certain powerful magics, if you wish._";

begintalknode 8;
state = -1;
nextstate = 3;
question = "Alchemy Teacher";
text1 = "_Hello there, youngsters. I can teach alchemy recipes._";

begintalknode 9;
state = -1;
nextstate = 4;
question = "Skills Teacher";
text1 = "_Here you can learn special combat skills to help in your journey._";

begintalknode 10;
state = -1;
nextstate = 5;
question = "Armor Vendor";
text1 = "_I am an armorsmith. Would you like to browse my wares?_";

begintalknode 11;
state = -1;
nextstate = 6;
question = "Weapons Vendor";
text1 = "_I make weapons. Have a look at my inventory?_";

begintalknode 12;
state = -1;
nextstate = 7;
question = "Item Vendor";
text1 = "_I sell anything that isn't weapons or armor. Have a look?_";

//If you want to change the price adjustment, change the next to last number. The
//same applies to all the shops.
begintalknode 13;
state = 1;
nextstate = -1;
question = "Learn Priest Spells";
code = begin_shop_mode("Priest Spells","", 125,1,1);
text1 = "_Very well. Here are the spells I can teach you._";

begintalknode 14;
state = 2;
nextstate = -1;
question = "Learn Mage Spells";
code = begin_shop_mode("Mage Spells","", 126,1,1);
text1 = "_Of course. Here are the spells I can teach you._";

begintalknode 15;
state = 3;
nextstate = -1;
question = "Learn Alchemy Recipes";
code = begin_shop_mode("Alchemy Recipes","", 124,1,1);
text1 = "_What would you like to learn?_";

begintalknode 16;
state = 4;
nextstate = -1;
question = "Learn Skills";
code = begin_shop_mode("Special Skills","", 123,1,1);
text1 = "_These are the skills you can learn.";

begintalknode 17;
state = 5;
nextstate = -1;
question = "Purchase Armor";
code = begin_shop_mode("Armor","",128,1,1);
text1 = "_Here are the most recent works I've finished._";

begintalknode 18;
state = 6;
nextstate = -1;
question = "Purchase Weapons";
code = begin_shop_mode("Weapons","",129,1,1);
text1 = "_Here's what I got for ya._";

begintalknode 19;
state = 7;
nextstate = -1;
question = "Purchase Items";
code = begin_shop_mode("Items",127,1,1);
text1 = "_What would you like?_";

break;
It's probably some stupid little thing I'm not seeing.

Also, I have another minor problem. The first time the player moves, the game gives the message

trainer Error: State not found -2 (trainer is the scenario script)

Nowhere do I try to call a state -2. I have "variables;", "LOAD_SCEN_STATE", and "START_SCEN_STATE". Am I missing anything? The game keeps running just fine, but it's a bit annoying and unpolished to have that message there.

[ Tuesday, July 13, 2004 06:07: Message edited by: Blank83 ]
Posts: 4 | Registered: Monday, July 12 2004 07:00