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Outdoor Fight Terrain in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #11
Some, but not all. I can't really comment much on this, except that I remember some "Error: Town function called outdoors" or some such messsages when testing E:R, so proceed with caution when doing odd things outdoors.

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Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00
Outdoor Fight Terrain in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #7
The scenario script start_state doesn't get called in outdoor combat. Just another quirk Jeff threw in to show he loves us.

The best way I came up with is to include an invisible dummy creature included in the fight, with a custom script that runs like a town script's start_state. There might be better ways, I haven't looked into it too closely.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Graphics Hoard Unleashed Upon Ye in Blades of Avernum
Lifecrafter
Member # 6193
Profile Homepage #49
I used the dead pine tree for just that purpose in FB, so it's still a useful graphic.

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Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00
Splitting one PC from the party in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #9
That strategy means that the player is stuck in combat mode, and the 'split' character still appears in the roster. I think killing the char would be an improvement.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
VTech in General
Lifecrafter
Member # 6193
Profile Homepage #49
Banning guns isn't going to get rid of the many guns already in the country. A determined criminal will always be able to buy black market guns, while the man who wants a gun to protect his family likely isn't going to acquire one illegally. The man who committed the shooting was clearly very determined, I don't believe that stricter gun laws were going to stop him.

Edit: A lot got said between this post and the moment I hit the reply button....

[ Tuesday, April 17, 2007 15:40: Message edited by: Lazarus. ]

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Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00
The 1/10 Contest - Closed and Judging Instructions in Blades of Avernum
Lifecrafter
Member # 6193
Profile Homepage #17
TM is willing to judge. I am also willing. This would bring our count to 7 judges.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
VTech in General
Lifecrafter
Member # 6193
Profile Homepage #30
Syn: A man walked into their classroom with guns blazing. Most likely everybody was still in their seats, and even if they had time to jump up, there is no way they had time to organize a rush on the gunman. Perhaps somebody DID try to rush him, but simply failed. How do you know that there weren't individuals who realised their only chance for their and their friends survival was to somehow stop the gunman, but simply couldn't do so. Barring an organized effort, which I doubt many classrooms had the time to put together, attacking the gunman will almost inevitably fail.

The later classrooms perhaps had some warning, but there are definitely better things to do with your time than to decide that when the gunman enters you will all jump him. Like, say, barricading the door. (Which several classrooms DID do, and survived because of their quick action.)

Regardless, nobody is in a position to say that unarmed civillians 'should have' charged an armed man.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
The 1/10 Contest - Closed and Judging Instructions in Blades of Avernum
Lifecrafter
Member # 6193
Profile Homepage #8
TM's suggestion on judging:

quote:
Have judging be available to anyone, even participants. Have it be by ranking. HOWEVER. Only allow judge's rankings to apply when their own scenarios are in no way involved.
Tabulate the scores determining 1st place first, then tabulate them determining 10th place first, then average 'em.
So the same format as the final round of the 8th contest. It's obvious that we need more than 4 judges, and this seems the easiest way.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Splitting one PC from the party in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #3
The only alternative I can think of is to kill one character, and later use restore_pc to raise him. You'll have to have him pick his equipment back up, but I think it's still the cleaner option.

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Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00
What have you been reading lately? in General
Lifecrafter
Member # 6193
Profile Homepage #363
Ender's Game is quite good, as are most of the sequels.

I just started reading The Book of Lost Things, which seems decent so far.

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"NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki

Tales From the Tabard Inn: Now if only there was a 3600 Hour Contest.....
Posts: 900 | Registered: Monday, August 8 2005 07:00
My secret passage terrain script in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #3
You could, but you'd have to have it so the terrains are swapped again every time you enter town, and you'd have to manually set the x,y coordinates for every secret passage (Which I hate doing) This way you can just draw special rectangles right in the editor, and unless you run out of rectangles or something I think it's much easier.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
My secret passage terrain script in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #1
Nope. Say you wanted to make a secret passage tree terrain, which would only be passable if the player knew to look for it. The only way to pull this off is to make the passable tree terrain, then place an if() block_entry(1); special on each of the passable trees, so you can only pass them if you 'know' about them. The same applies to secret passage walls that you don't want to always be passable (Or I suppose you could use set_terrain, but that's just a pain)

Basically you can't make a blocked terrain passable, but you can make a passable terrain blocked.

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Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00
Text bubbles outside creature scripts in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #2
You can put text bubbles on a character from any script, not just creature/terrain scripts. Use text_bubble_on_char() rather than create_text_bubble, and you can then use it in a town script.

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Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00
Outdoor special encounter in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #2
To continue on what Thralni said, there are three types of outdoor encounters. Special, preset, and wandering. For this situation you want preset. Wandering are for-- well wandering monsters, like plagues in A3. Preset and special seem fairly similar, but preset cannot be created from a script, whereas specials MUST be created from a script. If you're ambushing a player or something where you want the group to come out of nowhere, use specials. Technically you could still use your special encounter the same way you would a preset, you just have to place it via script first: use place_out_spec_enc() in the init_state.

[ Saturday, April 14, 2007 07:04: Message edited by: Lazarus. ]

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Scenario Designing in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #38
Brilliant! I can think of literally hundreds of uses for this graphic.........

Actually I can only think of one, but it's cool regardless

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Scenario Designing in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #20
My artistic interpretation of what I am henceforth calling Muffin-Gate:

Six men are gathered in a Victorian style garden. They are gathered around a plate of muffins.
Nik: These are probably the worst muffins I've ever tasted, is this bran? Who the hell made these?
Kel: Just shutup and eat them.
Nik: Whatever happened to good old bannana nut? I think mine must have fallen in the toilet or something, that one over there looks promising.
Nioca *Around crumbs in his mouth*: MMff.
*Nikki reaches across table for a new muffin. *Kel smacks his hand.*
Kel: You'll eat what you're given!
Nik: Geeze.....
Laz: This is pretty much the Arby's of muffin platters.
Thuryl: Mmmmmmm, muffins.
Laz: I think mine has a hair on it, I'm sending it bac-- wait a second, is that a blueberry?
Thuryl: Mmmmmmm, blueberries.
Nik: Blueberries?
*Ephesos enters*
Eph: I've received complaints about unruliness and anti-muffin activities. This brunch is over!
Kel: Relax, we're just trying to enjoy our early morning meal in a peaceful fashion.
Laz: They have blueberries! -- although Nikki's might have fallen in the toilet.....
Eph: Blue.... berries...?
Nioca: Yeah, that's right.
Eph: I-- I was too hasty, I think I owe you gentlemen an apology.
Laz: Shutup and eat a muf--
Some Guy: Would you stop blathering already and fix the window?
Eph: We're in a garden, there are no windows. There's a gate right over there.....
Some Guy: Talk to ma' hand.
-Exeunt-

Edit: I'll be signing autographed copies tomorrow.

[ Thursday, April 12, 2007 20:53: Message edited by: The Gators Win it All....... Again ]

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Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00
Scenario Designing in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #16
quote:
Originally written by Thuryl:

The very existence of such scenarios is entertaining in its own way, though. Execrating a truly terrible scenario can be more fun than playing a merely bad one.
True, but I don't think urging young designers to make god-awful scenarios so that we can mock them is what is meant when we say "You can always ask for help." :P

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Scenario Designing in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #14
quote:
Originally written by Kelandon:

By all means, make a scenario that's bizarre and different. If it comes out bad, well, it's no worse than making a totally bland, normal first scenario, and at least it's different.
I agree to some extent-- Blades is meant to be a way to be creative and tell the stories you want to. Nobody is chained to the advice we offer, but if someone makes a scenario where the author himself is wandering through hell smiting muffins, he really shouldn't expect us to care.

It's important to note that just because it's novel doesn't mean it's good or worthwhile. A Little Girl was a novel scenario, it was also one of the most terrible scenarios ever made, so bad that the author himself would apparently like to forget he ever made it.

Keep this in mind-- and then do whatever the hell you want to.

[ Thursday, April 12, 2007 10:33: Message edited by: The Gators Win it All....... Again ]

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Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00
BoA BUGS v6.0 in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #20
New bug: This one drove me nuts for two days when I was working on FB.

It is known that joined NPC's don't run their default scripts properly, and that only their dead state is ever called. What isn't known (or at least what I didn't know) is that they don't run ANY script until they exit and reenter town. This means that if you add an NPC in town 0 with a unique dead state, he better not die while still in town 0 or nothing will happen. Suggestion: accompany any joined NPCs with a move_to_new_town() call, even if it's just re-entering the same town you're already in. Otherwise you might get burned.

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"NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki

Tales From the Tabard Inn: Now if only there was a 3600 Hour Contest.....
Posts: 900 | Registered: Monday, August 8 2005 07:00
Scenario Designing in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #7
That sounds promising. I'm just disappointed I'll have to wait for the first installment of the "Food in Hell" series.

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Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00
She won't move! in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #15
Ephesos: No, you can't. Mechanism difficulty is set in the init_state, so changing the memory cell won't have an effect. To make it work you have to add code to the start_state that will reset the mechanism difficulty (like the code I posted above)

[ Wednesday, April 11, 2007 06:19: Message edited by: The Gators Win it All....... Again ]

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Posts: 900 | Registered: Monday, August 8 2005 07:00
She won't move! in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #10
You would still need waypoints to tell the creature to approach the door.

By the way, you CAN change a door's lock difficulty, but not with the standard door script. You can use messaging calls, and move the lock setting code to the start_state:
if(my_curent_message() > 0) {
i_am_locked = 1;
set_mechanism_difficulty(my_current_message());
set_physical_strength(my_current_message());
if (i_am_open == 1) {
flip_terrain(my_loc_x(),my_loc_y());
i_am_open = 0;
}
}
if(my_current_message() == 0){
i_am_locked = 0;
set_mechanism_difficulty(0);
set_physical_strength(0);
}
Theoretically that should work.

[ Tuesday, April 10, 2007 06:00: Message edited by: The Gators Win it All....... Again ]

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Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00
Calling one town state from another in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #10
There is a 200 node limit for each town.

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Posts: 900 | Registered: Monday, August 8 2005 07:00
Calling one town state from another in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #8
Just a state numbered 1000, but it should work anyhow.......

OK, we're talking about BoA here, so it's quite likely it has some arbitrary limit on number of states. I don't have the patience to copy and paste 1000 states. :P

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Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00
She won't move! in Blades of Avernum Editor
Lifecrafter
Member # 6193
Profile Homepage #3
Yeah, and basically the creature won't know the door is passable, so you'd have to tell it to walk to the door, then walk to the next destination.

I think the most likely solution would be to make a fake door that's passable, and ring it in special rectangles so that the party can't cross through it without opening the 'door' first.

Or you could just use curtains.

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Frostbite: Get It While It's...... Hot?
Posts: 900 | Registered: Monday, August 8 2005 07:00

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