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Checking terrain outdoors in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #10
Would this not require using the custom objects script to change every existing floor (all 130), so that a state is called, setting a SDF when the party walks over it? This would be impossible without tampering with the core data file as there are only 124 free floor slots. There are even less free terrain slots relative to the number of existing terrains.

The other problem is that as every terrain would be calling a script to change the SDF, it wouldn't fulfil its normal parameters, like lava being hot.

But I may be misunderstanding the use of SDFs, if so, sorry...
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Checking terrain outdoors in Blades of Avernum
Apprentice
Member # 5044
Profile #10
Would this not require using the custom objects script to change every existing floor (all 130), so that a state is called, setting a SDF when the party walks over it? This would be impossible without tampering with the core data file as there are only 124 free floor slots. There are even less free terrain slots relative to the number of existing terrains.

The other problem is that as every terrain would be calling a script to change the SDF, it wouldn't fulfil its normal parameters, like lava being hot.

But I may be misunderstanding the use of SDFs, if so, sorry...
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Checking terrain outdoors in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #8
quote:
Originally written by Thuryl:

If you explained exactly what you're trying to do, we could try to work out alternate solutions.
What don't you understand from my previous post?

On a different note, I asked Jeff whether changing char_loc_x and char_loc_y so they work outside was in the realms of possibility. He replied:

It's possible, I'll look at it. It would definitely have to be in a new
scenario format, though.

- Jeff Vogel
Spiderweb Software, Inc.
http://www.spiderwebsoftware.com
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Checking terrain outdoors in Blades of Avernum
Apprentice
Member # 5044
Profile #8
quote:
Originally written by Thuryl:

If you explained exactly what you're trying to do, we could try to work out alternate solutions.
What don't you understand from my previous post?

On a different note, I asked Jeff whether changing char_loc_x and char_loc_y so they work outside was in the realms of possibility. He replied:

It's possible, I'll look at it. It would definitely have to be in a new
scenario format, though.

- Jeff Vogel
Spiderweb Software, Inc.
http://www.spiderwebsoftware.com
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Checking terrain outdoors in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #5
Thankyou, I understand now. Unfortunately this method is too ugly for what I am trying to create.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Checking terrain outdoors in Blades of Avernum
Apprentice
Member # 5044
Profile #5
Thankyou, I understand now. Unfortunately this method is too ugly for what I am trying to create.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Stem Cell Research in General
Apprentice
Member # 5044
Profile #10
quote:
Originally written by Prince Albert in a Can:

I believe embryonic stem cell research is legal in the USA, but only on pre-existing cell lines; no new embryonic stem cell lines can be established.
It is not illegal to create new stem cell lines, but the creation of and research into new lines will not recieve federal funding.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Weapon bonus damage in Blades of Avernum
Apprentice
Member # 5044
Profile #12
To clarify:

it_damage_per_level gives the size of dice used for that weapon.
it_bonus gives the number of extra die

Damage = (1 + Strength + Relevant Skill + it_bonus)d(it_damage_per_level)

[ Tuesday, October 12, 2004 08:59: Message edited by: demipomme ]
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Checking terrain outdoors in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #3
Thanks for your reply, but I don't understand how this will help. In the script I am writing, which is called by using an item, the terrain/floor the party is on affects the outcome, wherever they are outside.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Checking terrain outdoors in Blades of Avernum
Apprentice
Member # 5044
Profile #3
Thanks for your reply, but I don't understand how this will help. In the script I am writing, which is called by using an item, the terrain/floor the party is on affects the outcome, wherever they are outside.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Weapon bonus damage in Blades of Avernum
Apprentice
Member # 5044
Profile #9
... which according to my calculations should give an average damage of 51.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Weapon bonus damage in Blades of Avernum
Apprentice
Member # 5044
Profile #8
Here is the relevant paragraph from the editor:

"it_damage_per_level (Defaults to 0) - Only important for weapons. The size of the die of damage
the weapon does. A blow with a weapon does a number of dice of damage equal to the attacker’s
strength plus the skill in the weapon plus the bonus.
it_bonus (Defaults to 0) - For weapons, the number of extra levels of skill the wielder is given. For
armor, the number of extra points of damage it absorbs."

So, for a sword that is 1-5 + 1-5, wielded by a character of strength 8 and melee weapons 6 the damage will be:

(8 + 6 + 1d5)d5

Am I right?
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Weapon bonus damage in Blades of Avernum
Apprentice
Member # 5044
Profile #0
In the description of my sword, it says, "plus 1-5 points [damage] per level of strength and melee weapons".

Does this mean plus 1-5 points per level of strength, plus 1-5 points per level of melee weapons or plus 1-5 per level of both strength AND melee weapons?

For example, if I have strenght 8 and melee weapons 5 is my bonus

(1 to 5)*8 + (1 to 5)*5

or

(1 to 5)*5

I hope this is clear...
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Checking terrain outdoors in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #0
I would like to be able to find out the terrain/floor under a party when they are outside. The solution I thought was a combination of:

char_loc_x
char_loc_y
get_floor

But, char_loc_x and char_loc_y don't work outside.

-Is there a workaround to find out the floor/terrain under the party?

-Is there another way of obtaining a party's coordinates outside?

-Would it be possible to change char_loc_x and char_loc_x for the next release so they do work outside?

Cheers
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Checking terrain outdoors in Blades of Avernum
Apprentice
Member # 5044
Profile #0
I would like to be able to find out the terrain/floor under a party when they are outside. The solution I thought was a combination of:

char_loc_x
char_loc_y
get_floor

But, char_loc_x and char_loc_y don't work outside.

-Is there a workaround to find out the floor/terrain under the party?

-Is there another way of obtaining a party's coordinates outside?

-Would it be possible to change char_loc_x and char_loc_x for the next release so they do work outside?

Cheers
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Bug Report (I think) in Blades of Avernum Editor
Apprentice
Member # 5044
Profile #4
I've also had this problem, so I'd be interested to know your ugly work around and whether this will be fixed in a later version. Thanks.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Bug Report (I think) in Blades of Avernum
Apprentice
Member # 5044
Profile #4
I've also had this problem, so I'd be interested to know your ugly work around and whether this will be fixed in a later version. Thanks.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Silk-woven robe in Blades of Avernum
Apprentice
Member # 5044
Profile #5
You can find it on the visitor's quarters level of the school of magery. In the bottom right (I guess that means south east) corner there is a secret passage that goes north. At the top is where palhaltis and another mage were murdered and the silk-woven robe was left behind. I didn't find it as such, but remembered it from playing the BoE version, in which, i would point out, the robe was magic and more powerful.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Silk-woven robe in Blades of Avernum
Apprentice
Member # 5044
Profile #2
Thanks! i'm glad someone else cares about these subtleties.
Posts: 30 | Registered: Sunday, October 3 2004 07:00
Silk-woven robe in Blades of Avernum
Apprentice
Member # 5044
Profile #0
I've just got to the point in valley of the dying things where i've found the mages bodies and got the silk-woven robe. Unlike other forms of armour that are described as preventing 1-5 + 2 points of damage, the silk-woven robe is described as preventing 1-3 points of damage and then, under "abilities", it says "+3 less damage from attacks". Is this the same as 1-3 + 3 or something different? Should my character wear this or poor chain mail (prevents 1-20)?
Posts: 30 | Registered: Sunday, October 3 2004 07:00

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