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Cloak of Invisiblity in Blades of Avernum Editor
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I have made an item which gives an 'invisibility' effect; it sets an SDF, and then I have swapped basicnpc for an altered copy which makes creatures forget their target if the target is in the party and the SDF is set. It seems to work fine, and can give more complex behaviors, such as, if you are invisible and hit a hostile creature, it will notice and attack you.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Cloak of Invisiblity in Blades of Avernum
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Profile Homepage #2
I have made an item which gives an 'invisibility' effect; it sets an SDF, and then I have swapped basicnpc for an altered copy which makes creatures forget their target if the target is in the party and the SDF is set. It seems to work fine, and can give more complex behaviors, such as, if you are invisible and hit a hostile creature, it will notice and attack you.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
The one calculator in General
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Profile Homepage #88
[quote=Lt. Sullust
You could just see if the remainder is zero when divided by any number less than the square root of that number. It is definitely less coding. Of course, it may take a bit longer... [/quote]That is exactly what I did]

:Prompt P
:(iPart ([sqrt]P)) [store] N
:For(Q,2,N,1)
:P/Q [store] K
:fPart K [store] K
:If (K==0)
:Then:Disp "NOT PRIME":Disp Q:Stop
:End
:End
:Disp "PRIME"
However, the square root of 86464324567 is 294048, which takes a long time for a TI-85.

Also, fPart is good for checking remainders (to see if they are zero at least. To get the actual remainder you could do P%Q = (fPart(P/Q))*Q I think).

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Überraschung des Dosenöffners!
Posts: 627 | Registered: Monday, March 7 2005 08:00
Wow, that's weird... in General
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Well, you won't have to worry about people with visual disabilities being unable to see it due to lack of contrast. . .

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Überraschung des Dosenöffners!
Posts: 627 | Registered: Monday, March 7 2005 08:00
The one calculator in General
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Profile Homepage #85
I'm told that TI does use a form of Basic, but with numerous special functions added that relate to the calculator's abilities.
I don't like Ti Basic much, but I do like being able to program my calculator to do useful things (like determine that 86464324567 is prime, which took only about 4 hours).
Yay for C++!

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Überraschung des Dosenöffners!
Posts: 627 | Registered: Monday, March 7 2005 08:00
The one calculator in General
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Profile Homepage #82
If you want to put it on your TI calculator, you will want something like this:
PROGRAM:FibMain
:Prompt N
:1 [store] dimL FIBS
:Fib
:DISP FIBS (1)
PROGRAM:Fib
:If FIBS(dimL FIBS)<0
:Then
:-1 [store] FIBS(dimL FIBS)
:Return
:End
:If FIBS(diml FIBS)<3
:Then
:1 [store] FIBS(dimL FIBS)
:Return
:End
:1+(dimL KS) [store] dimL KS
:(FIBS((dimL FIBS)-1))-1 [store] FIBS(dimL FIBS)
:Fib
:FIBS(dimL FIBS) [store] KS(dimL KS)
:(FIBS((dimL FIBS)-1)-2) [store] FIBS(dimL FIBS)
:Fib
:(FIBS(dimL FIBS))+(KS(dimL KS)) [store] FIBS((dimL FIBS)-1)
:(dimL FIBS)-1 [store] dimL FIBS
:(dimL KS)-1 [store] dimL KS
:Return
(NOTE: [store] means the store operation, the little arrow pointing to the right.
Also, this is two seperate programs; Fib is called as a subrountine by FibMain)

These programs work on my TI-85 and may need minor modification for the TI-83

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Überraschung des Dosenöffners!
Posts: 627 | Registered: Monday, March 7 2005 08:00
Slot trouble in Blades of Avernum Editor
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This is because slots 5 and 6 (which are slots 4 and 5 in the internal counting system) are the only slots that npcs can be put into. using only these slots is not silly because there are some of us who like to have a four character party.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Slot trouble in Blades of Avernum
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Member # 5576
Profile Homepage #1
This is because slots 5 and 6 (which are slots 4 and 5 in the internal counting system) are the only slots that npcs can be put into. using only these slots is not silly because there are some of us who like to have a four character party.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Boeing 787 in General
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Profile Homepage #7
Also if you look closely you'll notice that it is also called the 7E7 (E for efficiency). The idea I believe is that at just below the speed of sound the plane is supposed to be significantly more fuel efficient. Boeing is hoping the the 7E7 will be an alternative to the Airbus A380 because airlines will be able to cheaply run many flights between many airports rather than a few enormous flights as the A380 is intended for.

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Überraschung des Dosenöffners!
Posts: 627 | Registered: Monday, March 7 2005 08:00
Cutscenes in Blades of Avernum Editor
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Member # 5576
Profile Homepage #26
It cannot be used in the data script. It can be used in a creature, town, or scenario script however. Watch out though, because it has a tendency to print a lot of annoying output when used to increase an npc's skill with a spell.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Cutscenes in Blades of Avernum
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Member # 5576
Profile Homepage #26
It cannot be used in the data script. It can be used in a creature, town, or scenario script however. Watch out though, because it has a tendency to print a lot of annoying output when used to increase an npc's skill with a spell.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A few questions: in Blades of Avernum Editor
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Profile Homepage #13
What Drakefyre means about using all of day time is that your script as it is will only switch from night to day mode if the party is outdoors during the first twelve ticks of the morning. So if the party enters the outdoor section during the night at say 600, the night mode will be activated, but if the party then enters a town during the night, like at 610, and stays in the town until 640, when they exit that town, the town entry script will remain in night mode. What he suggests that you do is changes the time ranges on the end night code to be more like 624 - 4376 , 5624 - 9376 , etc.

Also, you might add a short check to each of the conditionals so that it will not repeat itself if its effect is already in force. The first check in the first conditional would be

(get_flag(3,0) == 0)

since if this is false the flag is already 1 and there is no need to set it again.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A few questions: in Blades of Avernum
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Member # 5576
Profile Homepage #13
What Drakefyre means about using all of day time is that your script as it is will only switch from night to day mode if the party is outdoors during the first twelve ticks of the morning. So if the party enters the outdoor section during the night at say 600, the night mode will be activated, but if the party then enters a town during the night, like at 610, and stays in the town until 640, when they exit that town, the town entry script will remain in night mode. What he suggests that you do is changes the time ranges on the end night code to be more like 624 - 4376 , 5624 - 9376 , etc.

Also, you might add a short check to each of the conditionals so that it will not repeat itself if its effect is already in force. The first check in the first conditional would be

(get_flag(3,0) == 0)

since if this is false the flag is already 1 and there is no need to set it again.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A few questions: in Blades of Avernum Editor
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Member # 5576
Profile Homepage #9
I would recommend using Alint in situations like these; with its help I noted the fact that the second get_current_tick() call in each line of the first two conditionals is missing its (). Put those in, and it should work a bit better.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A few questions: in Blades of Avernum
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Member # 5576
Profile Homepage #9
I would recommend using Alint in situations like these; with its help I noted the fact that the second get_current_tick() call in each line of the first two conditionals is missing its (). Put those in, and it should work a bit better.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
The one calculator in General
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Member # 5576
Profile Homepage #3
I don't much like what I've heard about the Ti-84; if I remember correctly the interface resembles that of the 83, not the 86. I use an old 85 myself.

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Überraschung des Dosenöffners!
Posts: 627 | Registered: Monday, March 7 2005 08:00
Do you live in America? in General
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Member # 5576
Profile Homepage #8
And, er, what if I live in the middle? Note the location:

[ Wednesday, August 31, 2005 16:24: Message edited by: Niemand ]

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Überraschung des Dosenöffners!
Posts: 627 | Registered: Monday, March 7 2005 08:00
Years in Blades of Avernum Editor
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Member # 5576
Profile Homepage #4
Yeah, I figured that this was the case; thanks for verifying it, though. I guess I'll just disable the dates and tell the player what year it is in the intro.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Years in Blades of Avernum
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Member # 5576
Profile Homepage #4
Yeah, I figured that this was the case; thanks for verifying it, though. I guess I'll just disable the dates and tell the player what year it is in the intro.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Years in Blades of Avernum Editor
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Member # 5576
Profile Homepage #2
There are 280 days in a year according to the docs. The trouble is that I want the scenario set in, say, year 849, but the current years that I have found in my save files seem to be random numbers including 855, 867, and 875.

I could force the scenario to not show dates with force_start_day(-1) the docs say, but I'd prefer to just display the correct year.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Years in Blades of Avernum
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Member # 5576
Profile Homepage #2
There are 280 days in a year according to the docs. The trouble is that I want the scenario set in, say, year 849, but the current years that I have found in my save files seem to be random numbers including 855, 867, and 875.

I could force the scenario to not show dates with force_start_day(-1) the docs say, but I'd prefer to just display the correct year.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Years in Blades of Avernum Editor
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Member # 5576
Profile Homepage #0
I get the feeling that there is none, but does anyone know of a way to set the year in which the scenario occurs?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Years in Blades of Avernum
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Member # 5576
Profile Homepage #0
I get the feeling that there is none, but does anyone know of a way to set the year in which the scenario occurs?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
What school group do you go to? in General
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Profile Homepage #25
Second year of college also!

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Überraschung des Dosenöffners!
Posts: 627 | Registered: Monday, March 7 2005 08:00
Scenarios in Development in Blades of Avernum Editor
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Profile Homepage #0
We seem to have entered some what of a lull, so it seems like a good time to do this again: Are you developing a scenario?

If so, what levels do you intend it to be for, how big do you plan for it to be, and when (roughly) can we expect to see it?

I am currently making a scenario for levels 40-50 with about 20 towns and 8 outdoor sections. Unfortunately, it's only about half finished and I expect it will take me a long time, like another year.

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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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