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Dispel Barrier spell in Avernum 4
Apprentice
Member # 5914
Profile #15
quote:
Originally written by The Lurker:

quote:
Originally written by Aaron Kashtan:

quote:
Originally written by radix malorum est cupiditas:

You need to find R-I's first hideout before you can complete that quest. The demon in the ToM is nothing compared to the vahnatai trap in Fort Remote.
You seem to be thinking of Correlea's "kill a shade" quest, which is different from the Shade Experiment quest. Shade Experiment just requires you to attack the shade in Blosk and then run away. I believe you can receive and complete this quest as soon as you go to the Castle.

Yes, that's what I was talking about. This quest wasn't too hard, but the shade did kill several of my party members (two? three perhaps?) before I was able to hit the shade hard enough and then run away.

I don't think that is this much of a problem. Did you remember to summon some critters? And all the Shades are SO vulnerable to Repel Spirit.

By virtue of me also doing quests in funny order, I ended up having done all the non-linear quests possible in the Great Cave before even taking Houghton's quest to free the Vahnatai from Almaria, so when Correlea kindly asked me to punch the Shade and get some of its nasty flesh to a vial, I was pretty tough. But that is the advantage of us Never-Doing-Quests-In-Creators'-Intended-Order-Players.

[ Saturday, May 27, 2006 11:39: Message edited by: Insane Scythe Guy ]
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
Stupid Almarians in Avernum 4
Apprentice
Member # 5914
Profile #10
Well, the creator of the shades was wise enough to prevent them from being taken out by mere adventurers.

the ice shade was probably the hardest, even with a couple of divine hosts those hostile vengeful shades were to be quickly disposed of and thus slowed down the destruction of their master.
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
Bows are weak? in Avernum 4
Apprentice
Member # 5914
Profile #3
So if the nephil dished out approx the same damage ranged as in melee (talking about bows like of Decay or of Submission here), it is due to his racial preference? With such discrepancies like Melee 2 and the other mentioned already?

Anyway, what I really want to find out is if your archers do the same ridiculously small damage to enemies later on (like Vahnatai just after emerging from the tunnel east of Bargha, where I inflicted between 8 and 20)?
It turned me down, compared with my pole-wielding fighter who could make it 20+20, the non-slith one.
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
Bows are weak? in Avernum 4
Apprentice
Member # 5914
Profile #0
In my party I had a nephil archer and human pole fighter. I know that pole weapons are supposed to be the strongest (or next to) weapons in the game, but the damage that the nephil used to inflict was ridiculous. It could compare to the punishment he used to deal with swords that he had on, and in the end he had near 19 Bows/9 Shapshooter/11 Dexterity, and his Melee was 2.
And he always got the top tech bows possible.

Where did I go wrong? Or didn't I?
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
What does Kelner have to do with Patrick's Tower? in Avernum 4
Apprentice
Member # 5914
Profile #8
I basically was able to open the door above the Kelner's room in the Colony. It's just about these doors in the same "section" with the blue demon guy whose head I was after. There was a room with two mutant lizards and I meant the door east of them.

To think of it, perhaps the second key is the one that opens it, because having the first one I wasn't able to get in.
Anyway, I'm long past this problem, been to this room.

Thx everybody
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
What does Kelner have to do with Patrick's Tower? in Avernum 4
Apprentice
Member # 5914
Profile #0
Might be SPOILY here, in case anyone minds

So, when u agree to kill the demon in the upper floor in the Tower Colony for Kelner, u get a key. It's description says that it opens some doors in the upper floor of PATRICK'S TOWER. This fake info got me stuck for a good while when I was trying to finish this quest. The same is with the second key that Kelner gives you, as the a reward - Patrick's Tower.

Anyway, this first key probably gets me nowhere in the upper floor, as the door in the SE corner of the left section upstairs won't open - the message about the lock being complex and me not having the proper key pops up. My Unlock Door spell wasn't very powerful when I last visited there. Can Unlock door open it at all?

[ Wednesday, April 12, 2006 09:35: Message edited by: Insane Scythe Guy ]
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
What is the best spell? in Avernum 4
Apprentice
Member # 5914
Profile #28
Yeah, in contrast to previous parts of Avernum series, Slow does work on most enemies, even those elite ones (in Av3 Erika, some mages and other strong enemies usually resisted it).

I miss the "curse all" spell, dating back from Exile. Why can't I curse enemies now???

Bah, too bad. Gotta do with those jinx blades.
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
large_draw_pic_dialog question in Blades of Avernum Editor
Apprentice
Member # 5914
Profile #0
I have a call that uses some buffer stuff and in the end I have a string variable with whatever I want it contain.

larde_draw_pic_dialog requires, besides a picture, label_text.
Can it be a string variable? Or will it not work?
Has anyone tried such a trick?
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
large_draw_pic_dialog question in Blades of Avernum
Apprentice
Member # 5914
Profile #0
I have a call that uses some buffer stuff and in the end I have a string variable with whatever I want it contain.

larde_draw_pic_dialog requires, besides a picture, label_text.
Can it be a string variable? Or will it not work?
Has anyone tried such a trick?
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
move_to_loc_x_y question in Blades of Avernum Editor
Apprentice
Member # 5914
Profile #3
From Wikipedia Reference Guide:

short move_to_loc_x_y(short which_char_or_group,short x,short y)

Has the character move as close a possible to location {x,y}. If the character is already moving, the old destination is forgotten. Returns 1 if the character doesn’t move (because it is close already or can’t find a path there), 0 otherwise.

Does this no longer apply?
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
move_to_loc_x_y question in Blades of Avernum
Apprentice
Member # 5914
Profile #3
From Wikipedia Reference Guide:

short move_to_loc_x_y(short which_char_or_group,short x,short y)

Has the character move as close a possible to location {x,y}. If the character is already moving, the old destination is forgotten. Returns 1 if the character doesn’t move (because it is close already or can’t find a path there), 0 otherwise.

Does this no longer apply?
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
move_to_loc_x_y question in Blades of Avernum Editor
Apprentice
Member # 5914
Profile #0
In my creature script (haven't got it handy at the moment, though) I have the creature summon a specific monster on one of nearby spots nearby under the following conditions:
the spot is visible (easy to get)
some health vs max health or energy (easy to get)
the spot is unoccupied (also easy to get)
the spot is reachable - i.e. if its height is greater/lesser than where the summoner is then the script is to make sure that there is a way for the summoned one to climb it up); also to check if the terrain in there allows creatures to go on that space (hopefully the call works that way).

For the last condition I use the call
if (move_to_loc_x_y(co-ordinates go here) == FALSE)
so that the summoner is not going there and the path is not blocked.
Then, and only the may the summoned guy be, well, summoned.
But will this call work? Theoretically, of course.
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
move_to_loc_x_y question in Blades of Avernum
Apprentice
Member # 5914
Profile #0
In my creature script (haven't got it handy at the moment, though) I have the creature summon a specific monster on one of nearby spots nearby under the following conditions:
the spot is visible (easy to get)
some health vs max health or energy (easy to get)
the spot is unoccupied (also easy to get)
the spot is reachable - i.e. if its height is greater/lesser than where the summoner is then the script is to make sure that there is a way for the summoned one to climb it up); also to check if the terrain in there allows creatures to go on that space (hopefully the call works that way).

For the last condition I use the call
if (move_to_loc_x_y(co-ordinates go here) == FALSE)
so that the summoner is not going there and the path is not blocked.
Then, and only the may the summoned guy be, well, summoned.
But will this call work? Theoretically, of course.
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
can terrain offset characters vertically or horizontally in Blades of Avernum Editor
Apprentice
Member # 5914
Profile #0
I want to make a ledge which characters can sit on and when they do, they are to sit on the ground, not in the air.
is this possible to be implemented?
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
can terrain offset characters vertically or horizontally in Blades of Avernum
Apprentice
Member # 5914
Profile #0
I want to make a ledge which characters can sit on and when they do, they are to sit on the ground, not in the air.
is this possible to be implemented?
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
outdoor_enc_result() problems in Blades of Avernum Editor
Apprentice
Member # 5914
Profile #3
Shame on me :rolleyes:
I found out that my outdoor script was not right after all. It missed all those three very significant states, even if they are empty (start state, etc. etc.)
I started to inspect my outdoor script closely when I found out that the game didn't recognise this script at all, not just the outdoor_enc_result call.

it seems that you can put this call anywhere in the state as long as you want to avoid any if's in it
(so
message_dialog ("blah blah","");
outdoor_enc_result(whatever here);

will result probably the same way as reverse).

And I thought it was the guilt of corrupted editor zip I had...
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
outdoor_enc_result() problems in Blades of Avernum
Apprentice
Member # 5914
Profile #3
Shame on me :rolleyes:
I found out that my outdoor script was not right after all. It missed all those three very significant states, even if they are empty (start state, etc. etc.)
I started to inspect my outdoor script closely when I found out that the game didn't recognise this script at all, not just the outdoor_enc_result call.

it seems that you can put this call anywhere in the state as long as you want to avoid any if's in it
(so
message_dialog ("blah blah","");
outdoor_enc_result(whatever here);

will result probably the same way as reverse).

And I thought it was the guilt of corrupted editor zip I had...
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
outdoor_enc_result() problems in Blades of Avernum Editor
Apprentice
Member # 5914
Profile #0
Hello guys, has anyone had trouble with this call?
I've tried it on both wandering and preset monsters with the party outdoor. It looked about that

State when met: 21

beginstate 21;
outdoor_enc_result(2); //the party doesn't have to fight, monsters disappear, will //reappear later
reset_dialog();
message_dialog("text I want to display","");
break;

I removed reset_dialog() but it did neither help nor hurt.
As for the result, the party had to fight and nothing was displayed.
So I tried to enter this 21 state both when the enc would be won and when it would be fled. But the game seemed to ignore any called states.

No messages about bugs in scripts and I've made sure they are all right.
Help please.
Posts: 13 | Registered: Tuesday, June 7 2005 07:00
outdoor_enc_result() problems in Blades of Avernum
Apprentice
Member # 5914
Profile #0
Hello guys, has anyone had trouble with this call?
I've tried it on both wandering and preset monsters with the party outdoor. It looked about that

State when met: 21

beginstate 21;
outdoor_enc_result(2); //the party doesn't have to fight, monsters disappear, will //reappear later
reset_dialog();
message_dialog("text I want to display","");
break;

I removed reset_dialog() but it did neither help nor hurt.
As for the result, the party had to fight and nothing was displayed.
So I tried to enter this 21 state both when the enc would be won and when it would be fled. But the game seemed to ignore any called states.

No messages about bugs in scripts and I've made sure they are all right.
Help please.
Posts: 13 | Registered: Tuesday, June 7 2005 07:00