Profile for Angarahad

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possible bug? in Avernum 4
Apprentice
Member # 5821
Profile #0
I don't know if anyone else has noticed this, but at some point around fort draco and the haunted mines i start getting an error message saying "dialogue error - script broken or absent". Also, when I try to reload games saved in that area I get another message saying "box.txt script failure - invalid identifier open_container in line 21". I tried reinstalling the game but it doesn't seem to have done anything.

Any ideas?
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
It's the A2Template! in Blades of Avernum Editor
Apprentice
Member # 5821
Profile #54
I was thinking of doing something in that area/time myself but i just don't have the time or patience to build it all myself. it's be great if you could send me a copy. my email is gwn2 (at) kent (dot) ac (dot) uk

cheers
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
It's the A2Template! in Blades of Avernum
Apprentice
Member # 5821
Profile #54
I was thinking of doing something in that area/time myself but i just don't have the time or patience to build it all myself. it's be great if you could send me a copy. my email is gwn2 (at) kent (dot) ac (dot) uk

cheers
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
Outdoor encounters in Blades of Avernum Editor
Apprentice
Member # 5821
Profile #0
Hey there

Can someone please explain to me how to make outdoor encounters? I've tried the editor docs, looking at existing scenarios and just about everywhere on this website and I can't find any simple step by step instructions anywhere.
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
Outdoor encounters in Blades of Avernum
Apprentice
Member # 5821
Profile #0
Hey there

Can someone please explain to me how to make outdoor encounters? I've tried the editor docs, looking at existing scenarios and just about everywhere on this website and I can't find any simple step by step instructions anywhere.
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
checking for dead characters in Blades of Avernum Editor
Apprentice
Member # 5821
Profile #4
yeah, deduct_ap does work in the scenario script. problem solved.

thanks
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
checking for dead characters in Blades of Avernum
Apprentice
Member # 5821
Profile #4
yeah, deduct_ap does work in the scenario script. problem solved.

thanks
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
checking for dead characters in Blades of Avernum Editor
Apprentice
Member # 5821
Profile #2
according to the docs deduct_ap only works in a creature script. i'm looking for something to go in the scenario script state that operates the item. i tried char_ok but the game came up with Inappropriate Command
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
checking for dead characters in Blades of Avernum
Apprentice
Member # 5821
Profile #2
according to the docs deduct_ap only works in a creature script. i'm looking for something to go in the scenario script state that operates the item. i tried char_ok but the game came up with Inappropriate Command
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
checking for dead characters in Blades of Avernum Editor
Apprentice
Member # 5821
Profile #0
I've made a series of special items that when used run a scenario script state that checks for hostiles within a certain distance and damages them in a certain way. These work fine except that it is possible to use more than one during a combat round. when the second one is used it acts as if characters killed by the first item are still in their places. Can anyone tell me if there's a way of either

A. getting the script to check if a character is alive or not before trying to attack it (i tried char_status and char_ok but it came up with an inappropriate command error) or

B. ending the round after the item has been used

thanks
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
checking for dead characters in Blades of Avernum
Apprentice
Member # 5821
Profile #0
I've made a series of special items that when used run a scenario script state that checks for hostiles within a certain distance and damages them in a certain way. These work fine except that it is possible to use more than one during a combat round. when the second one is used it acts as if characters killed by the first item are still in their places. Can anyone tell me if there's a way of either

A. getting the script to check if a character is alive or not before trying to attack it (i tried char_status and char_ok but it came up with an inappropriate command error) or

B. ending the round after the item has been used

thanks
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
distance targeting for custom items in Blades of Avernum Editor
Apprentice
Member # 5821
Profile #5
that is absolutely perfect.

thanks!
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
distance targeting for custom items in Blades of Avernum
Apprentice
Member # 5821
Profile #5
that is absolutely perfect.

thanks!
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
distance targeting for custom items in Blades of Avernum Editor
Apprentice
Member # 5821
Profile #3
Yeah, i had a look at the special spells in Canopy but ones like tetra-disaster affect all visible enemies. I want to know if it's possible to only hit enemies within, say, 8 spaces of the user.

Sorry, I probably didn't explain very well in the first place.
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
distance targeting for custom items in Blades of Avernum
Apprentice
Member # 5821
Profile #3
Yeah, i had a look at the special spells in Canopy but ones like tetra-disaster affect all visible enemies. I want to know if it's possible to only hit enemies within, say, 8 spaces of the user.

Sorry, I probably didn't explain very well in the first place.
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
distance targeting for custom items in Blades of Avernum Editor
Apprentice
Member # 5821
Profile #1
Addendum to previous post:

I am NOT good at programming and I don't get technical jargon. Please reply with straightforward answers. Some actual examples would also be helpful (and will get you a mention in the credits if ever finish this thing)

thanks
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
distance targeting for custom items in Blades of Avernum
Apprentice
Member # 5821
Profile #1
Addendum to previous post:

I am NOT good at programming and I don't get technical jargon. Please reply with straightforward answers. Some actual examples would also be helpful (and will get you a mention in the credits if ever finish this thing)

thanks
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
distance targeting for custom items in Blades of Avernum Editor
Apprentice
Member # 5821
Profile #0
I've got this problem:

I want to make some custom items that use states in the scenario script to damage all hostiles within a certain distance from the user. I looked in the appendix but the calls all seem to be for selecting a specific target. Anyone have any ideas?
Posts: 10 | Registered: Tuesday, May 17 2005 07:00
distance targeting for custom items in Blades of Avernum
Apprentice
Member # 5821
Profile #0
I've got this problem:

I want to make some custom items that use states in the scenario script to damage all hostiles within a certain distance from the user. I looked in the appendix but the calls all seem to be for selecting a specific target. Anyone have any ideas?
Posts: 10 | Registered: Tuesday, May 17 2005 07:00