Profile for Roderick Glossop

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Helping Litalia? in Geneforge Series
Apprentice
Member # 4867
Profile #2
You're right, I forgot the phrasing of that. Thanks!
Posts: 7 | Registered: Wednesday, August 18 2004 07:00
Helping Litalia? in Geneforge Series
Apprentice
Member # 4867
Profile #0
I'm playing Geneforge 3 for the first time and am planning to help Litalia. Back on Harmony Isle I apparently got on her bad side by destroying the rogue spawner. Now, on Dhonal's Isle, I'm heading west to fix her device this time. However, it appears that the way west is blocked by the line, the apparent way through which is helping the General. However, I'm guessing that whatever is wrong with him is Litalia's handiwork, and she won't like me messing with that either. Can I go ahead and help the General, or should I try to sneak west and ignore him?
Posts: 7 | Registered: Wednesday, August 18 2004 07:00
Bahssikava released! in Blades of Avernum
Apprentice
Member # 4867
Profile #47
I've encopuntered a crash bug that seems to happen regularly. I'm talking to Khassper, and immediately after he says "Including you", an error message pops up and the game crashes. Has anyone else reported anything like this? How do I get around it?
Posts: 7 | Registered: Wednesday, August 18 2004 07:00
Personality problems in Blades of Avernum Editor
Apprentice
Member # 4867
Profile #7
Right. I'm aware that if two people share the same dialogue node, then the game can't tell them apart.

When you say, have I given personalities to the actual people, what does that entail except for the personality = 100 line I have above, and then giving them names in the town script using set_name(1,"Merlin") ? (Assuming, of course, that Merlin was Creature #1)
Posts: 7 | Registered: Wednesday, August 18 2004 07:00
Personality problems in Blades of Avernum
Apprentice
Member # 4867
Profile #7
Right. I'm aware that if two people share the same dialogue node, then the game can't tell them apart.

When you say, have I given personalities to the actual people, what does that entail except for the personality = 100 line I have above, and then giving them names in the town script using set_name(1,"Merlin") ? (Assuming, of course, that Merlin was Creature #1)
Posts: 7 | Registered: Wednesday, August 18 2004 07:00
Personality problems in Blades of Avernum Editor
Apprentice
Member # 4867
Profile #4
To bigblue: I have been using this method of naming, and it's been working fine. But the manual had led me to believe that the naming in the dialogue script would work, also. If you don't believe it does, then maybe nothing is wrong on this front. There still may be something wrong with my use of action = INTRO, though.

To Garrison: I just typed this in to the window just now, so that's not the problem in my actual code. I still feel silly, though.

To The Creator: Mad props for catching the reference. I'm sure help is available; they tell me Jeeves isn't the only thinker in the Wooster home!
Posts: 7 | Registered: Wednesday, August 18 2004 07:00
Personality problems in Blades of Avernum
Apprentice
Member # 4867
Profile #4
To bigblue: I have been using this method of naming, and it's been working fine. But the manual had led me to believe that the naming in the dialogue script would work, also. If you don't believe it does, then maybe nothing is wrong on this front. There still may be something wrong with my use of action = INTRO, though.

To Garrison: I just typed this in to the window just now, so that's not the problem in my actual code. I still feel silly, though.

To The Creator: Mad props for catching the reference. I'm sure help is available; they tell me Jeeves isn't the only thinker in the Wooster home!
Posts: 7 | Registered: Wednesday, August 18 2004 07:00
Personality problems in Blades of Avernum Editor
Apprentice
Member # 4867
Profile #0
I have two problems that I suspect may be related. Firstly, characters' names are not coming up in dialogue as they should. For instance, if I use a wizard character and give him the following dialogue script:

begintalknode 1;
state = -1;
personality = 100;
nextstate = 1;
question = Merlin";
text1 = "Hi there.";

Then when I speak with him, the name "Wizard" is still displayed at the top of the dialogue box. However, I can still give charadcters proper names by defining them in the town script.

My second problem has to do with action = INTRO. It works just fine when talking with the first character in my scenario, but after that, when I try to speak with a character with a completely different personality who also uses action = INTRO, I get text5. The game clearly thinks I've spoken to them before. I know both of them have distinct personalities. What could I be overlooking?
Posts: 7 | Registered: Wednesday, August 18 2004 07:00
Personality problems in Blades of Avernum
Apprentice
Member # 4867
Profile #0
I have two problems that I suspect may be related. Firstly, characters' names are not coming up in dialogue as they should. For instance, if I use a wizard character and give him the following dialogue script:

begintalknode 1;
state = -1;
personality = 100;
nextstate = 1;
question = Merlin";
text1 = "Hi there.";

Then when I speak with him, the name "Wizard" is still displayed at the top of the dialogue box. However, I can still give charadcters proper names by defining them in the town script.

My second problem has to do with action = INTRO. It works just fine when talking with the first character in my scenario, but after that, when I try to speak with a character with a completely different personality who also uses action = INTRO, I get text5. The game clearly thinks I've spoken to them before. I know both of them have distinct personalities. What could I be overlooking?
Posts: 7 | Registered: Wednesday, August 18 2004 07:00
Terrain Scripts in Blades of Avernum Editor
Apprentice
Member # 4867
Profile #0
I am attempting to make a new terrain script which will be called if the party casts Dispel Barrier in the presence of an item with this script on it. However, I am not sure how to make a triggered state for this. It should be like UNLOCK_SPELL_STATE, except of course for Dispel Barrier instead of Unlock Doors. Can anyone offer some advice?
Posts: 7 | Registered: Wednesday, August 18 2004 07:00
Terrain Scripts in Blades of Avernum
Apprentice
Member # 4867
Profile #0
I am attempting to make a new terrain script which will be called if the party casts Dispel Barrier in the presence of an item with this script on it. However, I am not sure how to make a triggered state for this. It should be like UNLOCK_SPELL_STATE, except of course for Dispel Barrier instead of Unlock Doors. Can anyone offer some advice?
Posts: 7 | Registered: Wednesday, August 18 2004 07:00