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Lets hear about your editor mistakes in Blades of Avernum
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Profile Homepage #22
I had a similar experience, not though not directly editor related, where had a script that was supposed to set off explosions randomly around wherever the party went, yet it only seemed to work in the NW and SE quadrants of the town. It took me several days of work to determine that my entire mistake was a line in the script, where I accidentally set the y coordinate for the explosion equal to the x coordinate, so that all of the explosions ended up distributed around the line y=x. In the end it was a little depressing when I realized what a small and stupid mistake it was.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
BUGS! in Blades of Avernum Editor
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Member # 5576
Profile Homepage #28
Ok, I get it then.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
BUGS! in Blades of Avernum
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Member # 5576
Profile Homepage #28
Ok, I get it then.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
BUGS! in Blades of Avernum Editor
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Profile Homepage #26
Perhaps I'm a bit slow, but is this the total number of creatures that were placed in the town using the editor, the total of all creatures alive in the town at the time, or what?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
BUGS! in Blades of Avernum
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Profile Homepage #26
Perhaps I'm a bit slow, but is this the total number of creatures that were placed in the town using the editor, the total of all creatures alive in the town at the time, or what?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Invulnerability Bracelet? in Blades of Avernum
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It's quite near the end, and is demon's treasure. You must answer a riddle to get it, after you have killed the demon. I paid no attention to the details of the riddle and simply guessed the right answer on the second try, so you should have no trouble.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Ranks in Blades of Avernum
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Profile Homepage #3
Our discussion of this a while back was here. Note the fact that there is then a further link to even more information.

I can't help but envision how we will one day have an endless chain of title threads, each one referencing its predecessor. . .

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Fort Monastery - iron bar quest in Avernum 4
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The Castle's zone script checks every turn to see if Starrus is alive. If he isn't, the script displays a note about you being captured etc. It also notes that the zone has become hostile. Interestingly, it looks like it will then take until the next running of the zone script's START_STATE for the party to be killed. So, you could get away with it, I think, if you killed Starrus, and then got far enough away, and stayed far enough away, in a single turn, that the Castle's script never got to run again. This is in fact quite far, I believe, since I have noted that scripts in Almaria begin to run when the party arrives in Camp Samuels by teleporter.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
xian stuff in The Avernum Trilogy
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The tome is useful. If I remember rightly; it helped me find a hidden item that I would not otherwise have found, because I never found that actual book that described the hiding place.

And of course, yay xian shrub!

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
What will come after Avernum4 for Windows? in General
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Jeff has alluded to an Avernum 5, but it seems unlikely that he would jump right into that directly after finishing A4, even if he really does decide to do it.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Av3: Can I get back to the cult of the sacred item? in The Avernum Trilogy
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I'm pretty sure that you get only one shot at that area. Sorry.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
run_town_script(); in Blades of Avernum Editor
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Member # 5576
Profile Homepage #15
From the BoA Editor Docs:
quote:
State 2 is automatically called by the game every turn the party is in the town. You can also write START_STATE as the number of this state.
I have never had a problem with this not occuring every turn, and is it really so critical that your message be displayed after exactly 10 turns? I have done this type of thing a number of times using the town script and it works fine.

One good reason to put your time checking code in the town script and not the scenario script is that it takes a bit of time to do the check, and so if you have a large number of checks, it can slow things down. So, it's better to have this happen only when you're in one town than through out the entire scenario. Besides, if the code applies to only that one portion of the scenario, it is a good idea to place it in the script that relates to that part of the scenario directly. That way the code easier to understand, maintain and alter.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
run_town_script(); in Blades of Avernum
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Member # 5576
Profile Homepage #15
From the BoA Editor Docs:
quote:
State 2 is automatically called by the game every turn the party is in the town. You can also write START_STATE as the number of this state.
I have never had a problem with this not occuring every turn, and is it really so critical that your message be displayed after exactly 10 turns? I have done this type of thing a number of times using the town script and it works fine.

One good reason to put your time checking code in the town script and not the scenario script is that it takes a bit of time to do the check, and so if you have a large number of checks, it can slow things down. So, it's better to have this happen only when you're in one town than through out the entire scenario. Besides, if the code applies to only that one portion of the scenario, it is a good idea to place it in the script that relates to that part of the scenario directly. That way the code easier to understand, maintain and alter.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Bassikhava glitch in Blades of Avernum
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Member # 5576
Profile Homepage #12
I think that I have located a bug in flyretreat which can lead to endless flying. According to the header information:

Cell 5 - Direction to fly north/south (0 is north, 1 is south).
Cell 7 - Direction to fly east/west (0 is east, 1 is west).

The states are labeled:

beginstate 6; // Flying north and east.
beginstate 7; // Flying south and east.
beginstate 8; // Flying north and west.
beginstate 9; // Flying south and west.

So if cells 5 and 7 are set to (0,0), state 6 should be exectuted, if (0,1), state 8, if (1,0), state 7, and if (1,1), state 9.

However, in state 10:
if (get_memory_cell(5) == 0){
if (get_memory_cell(7) == 0)
set_state_continue(6);
if (get_memory_cell(7) == 1)
set_state_continue(7);
}
if (get_memory_cell(5) == 1)
set_state_continue(8);
if (get_memory_cell(7) == 1)
set_state_continue(9);
}
So, it appears that the jumps to states 7 and 8 are switched, leading to catastrophe. The mix up seems to also be reflected in state 11.

EDIT: A good safety mechanism would be to replace the != checks in states 6-9 with > and < checks, so that if the flying somehow overshoots, it will stop. You could also store the distance from the goal space in a variable and abort if it is increasing instead of decreasing as it should.

[ Tuesday, January 17, 2006 11:48: Message edited by: Niemand ]

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Bassikhava glitch in Blades of Avernum
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By experimenting, I have found that the problem seems to be if the party attacks the creature which has landed on the party member. There is and "Are you sure you want to attack a friendly creature" message, and if you go ahead, that party member becomes hostile. You can still control that party member in combat mode, but outside of combat, it will attack the party members next to it.

The problem is largely the game engine's fault. It is made possible by the flyretreat script's putting one creature on top of another, but I believe that the same hostile party member problem could occur from TM's Holy Warriors, who are even more likely to land on party members. The real trouble occurs because the game engine handles having two characters on the same space very poorly.

The flying forever effect is more problematic, becasue while it has happened to me several times, I cannot reprodue it consistantly, and I cannot begin to guess how it happens.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Creature Script Problem in Blades of Avernum Editor
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Profile Homepage #12
Yes, I'm sure that I once located and killed a gaurdian because it used a candle.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Creature Script Problem in Blades of Avernum
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Member # 5576
Profile Homepage #12
Yes, I'm sure that I once located and killed a gaurdian because it used a candle.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Creature Script Problem in Blades of Avernum Editor
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Member # 5576
Profile Homepage #10
I wasn't aware of that, since I know that they could in A2. I can do without it though.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Creature Script Problem in Blades of Avernum
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Profile Homepage #10
I wasn't aware of that, since I know that they could in A2. I can do without it though.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Creature Script Problem in Blades of Avernum Editor
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Profile Homepage #8
I wanted to make the effect of a candle, so that it would appear that the creature was glowing. I can't think of any other way to do that than a light emitting item.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Creature Script Problem in Blades of Avernum
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I wanted to make the effect of a candle, so that it would appear that the creature was glowing. I can't think of any other way to do that than a light emitting item.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Creature Script Problem in Blades of Avernum Editor
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Profile Homepage #6
Well, dang. I guess I'll think of something else. I can simulate two out of the three effects that I wanted, and I guess I'll just not have the third. The other settings for do_attack_tactic() certainly work; I have used those a great deal without difficulty.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Creature Script Problem in Blades of Avernum
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Member # 5576
Profile Homepage #6
Well, dang. I guess I'll think of something else. I can simulate two out of the three effects that I wanted, and I guess I'll just not have the third. The other settings for do_attack_tactic() certainly work; I have used those a great deal without difficulty.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Creature Script Problem in Blades of Avernum Editor
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Profile Homepage #2
First of all, I don't want the creature to just fire off its scroll or whatever the first turn after it is inited.
Second, I don't see what that will change, because do_attack_tactic(3) is being called, both when the creature transitions from the START_STATE to the attack state, and repeatedly in the attack state, the creature just chooses to do something other than using the item.
Third, I just tried it and it didn't work.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Creature Script Problem in Blades of Avernum
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Member # 5576
Profile Homepage #2
First of all, I don't want the creature to just fire off its scroll or whatever the first turn after it is inited.
Second, I don't see what that will change, because do_attack_tactic(3) is being called, both when the creature transitions from the START_STATE to the attack state, and repeatedly in the attack state, the creature just chooses to do something other than using the item.
Third, I just tried it and it didn't work.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00

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