Profile for Lazarus.
Field | Value |
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Displayed name | Lazarus. |
Member number | 6193 |
Title | Lifecrafter |
Postcount | 900 |
Homepage | http://www.geocities.com/lazarus989/myscenarios.html |
Registered | Monday, August 8 2005 07:00 |
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Provide or Hide Character Details in General | |
Lifecrafter
Member # 6193
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written Saturday, December 15 2007 16:40
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Wish no longer. Edit: Another good thread [ Saturday, December 15, 2007 16:41: Message edited by: Lazarus. ] -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Demon Room Pommel Bug (possible mild spoiler) in The Avernum Trilogy | |
Lifecrafter
Member # 6193
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written Wednesday, December 12 2007 19:56
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Nope, never read it. I like Heinlein though, so maybe I'll read them one day and retroactively make it the reason for my name. :P -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Incorporating Walkthroughs in Scenarios in Blades of Avernum | |
Lifecrafter
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written Wednesday, December 12 2007 19:39
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It probably would be. I think an html readme with spoilers (like Niemand's readmes) to make use of Kel's "Select your specificity" idea would be a much better way to use the time. Hell, just make a plain old walkthrough and I won't complain. -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Demon Room Pommel Bug (possible mild spoiler) in The Avernum Trilogy | |
Lifecrafter
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written Wednesday, December 12 2007 08:05
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It's a special item. If you open the screen in which you view your party's stats, you'll see a screen you can select to view what special items you are carrying. They do not appear in your normal inventory. -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Incorporating Walkthroughs in Scenarios in Blades of Avernum | |
Lifecrafter
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written Tuesday, December 11 2007 22:59
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I'll echo Nioca for the second time today. I think Readmes are a little bit better than in-game walkthrough, just because to a player opening up the readme to get past a task feels like a last resort, while using a hint ability that's right at your fingertips just feels like any other part of the scenario, like getting hints from NPCs. For some reason the cheater stick popped into my head when I read this. I'm kind of torn on whether giving the player that much power to skip difficult parts is a good thing or not. -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
I'm back!!! in General | |
Lifecrafter
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written Tuesday, December 11 2007 15:50
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Quote trees suck, and this one in particular sucks harder than most. That said, the more people who post in it the sooner it dies, so here goes. quote:FYT [ Tuesday, December 11, 2007 15:50: Message edited by: Lazarus. ] -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Instant death nodes in Blades of Avernum | |
Lifecrafter
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written Tuesday, December 11 2007 14:27
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I'll second what Nioca said (and what the rest of the Creator's article said as well.) -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
How does respawning work? in The Exile Trilogy | |
Lifecrafter
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written Tuesday, December 11 2007 08:15
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Hmmm. Well I'm fairly sure that it doesn't work exactly that way in the trilogy. I specifically remember in the giant fort that if you left and rested some of the guards guarding the entrance (the lava bridge) would always come back, and if you waited for too long they'd all come back. Same thing at the golem factory, the golems guarding the entrance would return if you waited a while. -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Released: Blades Forge in Blades of Avernum Editor | |
Lifecrafter
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written Monday, December 10 2007 15:45
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One step closer to Aran assimilating all of spiderweb. I love the Blades Forge idea, for the record, and am going to have lots of problems if it doesn't take off. So you clowns start using it or I'm going to have to start busting skulls. :P -------------------- "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 |
About the compiled versions of BOE on the Spiderweb Website. in Blades of Exile | |
Lifecrafter
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written Monday, December 10 2007 13:28
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Or you could use "Write Scenario Data to Text" and get a simplified list (plus a list of any items in the scenario you're playing.) -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Teleport Spell in Blades of Avernum Editor | |
Lifecrafter
Member # 6193
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written Monday, December 10 2007 13:25
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I'm afraid I don't understand what the problem is. If you're going from town to outdoors, why do you care what the town's location is outdoors? All you need to know is the destination town's coordinates are. If you're going from outdoors to town the same still applies. When the spell is cast, use out_move_party to bring the party to some blackness-ringed location where there only place to step takes them into the town they've chosen to teleport to. You don't have to know where they're coming from. Oh, and it might be useful to know that teleporting/relocating the party outside a town's boundaries instantly boots them from that town into the outdoors. So if you used change_outdoor_loc and moved the party out of the town boundaries in the spell's code the party would instantly wind up outdoors. I posted about this at SV, but you don't frequent there. And Niemand: that sounds like the most convoluted and simultaneously the least worthwhile coding trick I've heard of in quite some time.... I love it! -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Omaha Mall Shooting in General | |
Lifecrafter
Member # 6193
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written Monday, December 10 2007 11:28
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quote:I agree with you here. Although the legal rights are important, and give a concrete reason to allow same-sex marriage, perhaps just as important is giving these relationships the same status and regard as heterosexual marriages. Not permitting gay marriages gives the message that the government (and society in general) doesn't value homosexual relationships the same way it does heterosexual ones. [ Monday, December 10, 2007 11:29: Message edited by: Lazarus. ] -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
How does respawning work? in The Exile Trilogy | |
Lifecrafter
Member # 6193
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written Sunday, December 9 2007 17:51
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Clearly towns are incapable of respawning monsters-- there are no monsters to kill and thus need respawning. New monsters aren't spawned, old monsters that are dead are respawned. Otherwise if you entered a dungeon, killed nothing, left, and came back later it'd be overrun by new monsters. But yeah, Jeff almost certainly could set the respawn rate for a given dungeon to whatever he wanted, although it seems likely he used a similar number for every dungeon. -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Instant death nodes in Blades of Avernum | |
Lifecrafter
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written Sunday, December 9 2007 14:48
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Well in this case it amounts to the same thing, because if they commit any crime the town (and thus that NPC) will go hostile. But yeah, if you want to auto-kill for attacking an important NPC, you should probably put the autokill code in that NPCs death state. There are basicnpc edits that call town states on death, I'd advise using one so you don't have to write a whole new custom script for said creature (Scripts that add functionality to basicnpc are a good thing to have so you can do simple tasks without writing whole new scripts.) -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
How does respawning work? in The Exile Trilogy | |
Lifecrafter
Member # 6193
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written Sunday, December 9 2007 14:35
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It's definitely still there in E3, although it might be toned down from what it was in E2 because I haven't played that one. In BoE I believe it's up to the designer whether a dungeon respawns. I don't think there's a general rule about respawn rates, I believe it can be set differently for each town (In BoE at least. In the trilogy Jeff probably used a standard respawn chance for each town) and I don't think you can turn it off. Just try not to leave a dungeon to rest too often, or use "Wait 40 Moves" unless you really have to, because otherwise you're going to be re-facing monsters over and over again. Yes, monsters do respawn even while you're in the dungeon, but unless you leave or rest for a long time you'll usually only face lone respawns, which can be easily killed. If you rest for a long time you'll have to face whole groups of respawns, which can actually be tough. The one plus is that respawns still give drops and exp. Just wait until you get to the tower of shifting floors in E3.... Talk about respawns being a pain in the ass.... -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
OOC: The Vale RP in General | |
Lifecrafter
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written Sunday, December 9 2007 14:00
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[b]Wow.[/b] I was originally thinking of joining this RP with the sole intention of messing things up and generally screwing with Goldenking, but I have to tip my cap to you guys-- you have the situation under control. Couldn't have done it any better myself. As amusing as it is to see him get a taste of his own medicine, I really have to feel sorry for the guy right now. The sooner you nuke this thing the sooner you can start forgetting it ever happened. Just throwing that out there. -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Instant death nodes in Blades of Avernum | |
Lifecrafter
Member # 6193
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written Sunday, December 9 2007 13:46
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kill_char(1000,3,0) would work just as well as looping through the party. I'd do it that way. And you can get by fine without Alint, I never use it (command line is teh suk) and I know TM doesn't either, although he doesn't have that excuse. -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
OOC: The Vale RP in General | |
Lifecrafter
Member # 6193
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written Saturday, December 8 2007 23:22
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So wait-- not only is Goldenking the least ridiculous member of an RP; he's moderating said RP to keep other participants' ridiculousness in check? ........... I don't know whether I should give him a round of applause or break down and cry. Leaning towards the latter. -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Function call error (binary) in Blades of Avernum Editor | |
Lifecrafter
Member # 6193
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written Saturday, December 8 2007 23:03
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I believe I've seen this one before, possibly for calling nonexistant creatures. Or maybe I'm confusing it with unary-- which I've certainly seen plenty of (and still can't remember what for.) -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Question about Lyceum message boards in Blades of Avernum | |
Lifecrafter
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written Tuesday, December 4 2007 14:44
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It's Al's site, but Bain runs it. Hope he had everything backed up, it'd be a shame to lose all the reviews.... again. -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Tank Cat! in General | |
Lifecrafter
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written Sunday, December 2 2007 14:57
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Probably the worst lolcats I've ever seen. Hell, one's not even a cat. Congrats. -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
NPC Searching for nearest guard in Blades of Avernum Editor | |
Lifecrafter
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written Saturday, December 1 2007 19:44
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Messages make me nervous. I'd personally just reset the crime level in the town start_state, but that's just me. I have had bad experiences with messages. Also I'd change it from "nearest visible guard" to "nearest guard", just for the sake of simplicity. Otherwise you'll have to use Niemand's idea, to have waypoints outdoors to get the creature to run outside (where it is likely to see a guard). Kind of a pain. Lastly, while Nioca's code will get the character to run to a guard, it doesn't actually alert the guard yet. My advice is to check if the NPC is within about 3 spaces of the guard, then set the town to hostile (Perhaps a print_str("Townsman has called the guards!") for good measure. Also I'd advise adding a check to Nioca's code to make sure the town isn't already hostile before NPCs run to alert the guards (Basically if you don't do this, any NPC that sees the party slaughtering the guards is going to run over and alert them. Which makes no sense.) -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
NPC Searching for nearest guard in Blades of Avernum Editor | |
Lifecrafter
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written Saturday, December 1 2007 15:09
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There is no way for a creature to 'know' what script another NPC is running (By which I mean there is no 'get_script()' call) but you could do something like add all the town's guards to a group, then search that group for the nearest guard and have the creature run to it. The biggest problem I see here is the problem of knowing who the witness is. There is no 'saw_crime()' call, so the only way to know if a crime has been committed (and observed) is to check the town's crime level. Unfortunately this doesn't tell you WHO observed the crime. At first I thought this would make what you want impossible, but as I wrote this I thought of a possible workaround. When the crime level changes, check to see what NPCs are within sight of the party. Pass a message to these NPCs, which will tell them to run to the nearest guard. When they are within, say, 1 space of a guard, make the town hostile. -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Iffy scripting problems in Blades of Avernum | |
Lifecrafter
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written Saturday, December 1 2007 13:47
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Breaks come at the end of a state, after the state's code. So... And while you can get away without an init, exit and start state, it's common practice to include them even if they're empty. There's a good chance you'll use them later (At least the start and init states). Also, strings can only be 255 characters long. You'll get an overlong string error if you exceed this. Sometimes this is caused by a missing quotation mark, but here it appears you're just over the limit (Not by much I'd guess, though I'm not counting.) Either reduce the length or split the text into a text1 and text2 -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |
Iffy scripting problems in Blades of Avernum | |
Lifecrafter
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written Saturday, December 1 2007 13:12
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Init_state needs a break; Last "text" should be "text1" Texts are always numbered. Edit: For future reference, "Line 0" errors are almost always caused by missing breaks. Dialog script errors are pretty easy to diagnose. In this case it's an improper command error, so you know it's probably going to be a typo in one of your commands. To make things easier, you're given the line number in which it occurs. If you aren't already, use a text editor with a "go-to line" command. Check the line in question (27 in this case, though Averscript is weird about line numbers so check 26 and 28 as well) for unmatched quotation marks, missing semicolons, or unaccepted commands. That's really about all that can go wrong. [ Saturday, December 01, 2007 13:23: Message edited by: Lazarus. ] -------------------- "NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki Frostbite: Get It While It's...... Hot? Posts: 900 | Registered: Monday, August 8 2005 07:00 |