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Two Script Errors (Solved) in Blades of Avernum Editor
Guardian
Member # 6670
Profile Homepage #10
Yeah, sorry about the huge, one-line conditionals. An unfortunate side-effect of taking a programming course where Perl was the language used. It became a friendly competition to see how few lines the assignments could be done in.

Meh. I don't mind scripts. It's the moment of satisfaction when the thing finally works, after spending a few hours rooting out one bug.

(And yes, the scripts work now. I've forgotten how scary black shades and guardians could be.)

--------------------
IF I EVER BECOME AN EVIL OVERLORD:
My door mechanisms will be designed so that blasting the control panel on the outside seals the door and blasting the control panel on the inside opens the door, not vice versa.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Two Script Errors (Solved) in Blades of Avernum
Guardian
Member # 6670
Profile Homepage #10
Yeah, sorry about the huge, one-line conditionals. An unfortunate side-effect of taking a programming course where Perl was the language used. It became a friendly competition to see how few lines the assignments could be done in.

Meh. I don't mind scripts. It's the moment of satisfaction when the thing finally works, after spending a few hours rooting out one bug.

(And yes, the scripts work now. I've forgotten how scary black shades and guardians could be.)

--------------------
IF I EVER BECOME AN EVIL OVERLORD:
My door mechanisms will be designed so that blasting the control panel on the outside seals the door and blasting the control panel on the inside opens the door, not vice versa.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Graphics Request in Blades of Avernum
Guardian
Member # 6670
Profile Homepage #3
The ogre graphics have changed from A1-BoA. Maybe the older graphics may be of some use. You would still need an ogre woman and ogre child graphics made, though.

--------------------
IF I EVER BECOME AN EVIL OVERLORD:
My dungeon will have its own qualified medical staff complete with bodyguards. That way if a prisoner becomes sick and his cellmate tells the guard it's an emergency, the guard will fetch a trauma team instead of opening up the cell for a look.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Two Script Errors (Solved) in Blades of Avernum Editor
Guardian
Member # 6670
Profile Homepage #3
Okay, got it now after taking a break then looking at it again:

In the first script, both conditionals had parens. problems. From now on, I'm going to solely rely on Programmer's Notepad. I played around with the second for a while; something I did made it work.

Don't worry: before I release the scenario, I plan to re-do the scripts for readability.

A bit more playing around with a creature script, and I'll have a dungeon where creatures spawn in random locations, while keeping a limit on the number of creatures (no more flooding dungeons).

--------------------
IF I EVER BECOME AN EVIL OVERLORD:
When arresting prisoners, my guards will not allow them to stop and grab a useless trinket of purely sentimental value.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Two Script Errors (Solved) in Blades of Avernum
Guardian
Member # 6670
Profile Homepage #3
Okay, got it now after taking a break then looking at it again:

In the first script, both conditionals had parens. problems. From now on, I'm going to solely rely on Programmer's Notepad. I played around with the second for a while; something I did made it work.

Don't worry: before I release the scenario, I plan to re-do the scripts for readability.

A bit more playing around with a creature script, and I'll have a dungeon where creatures spawn in random locations, while keeping a limit on the number of creatures (no more flooding dungeons).

--------------------
IF I EVER BECOME AN EVIL OVERLORD:
When arresting prisoners, my guards will not allow them to stop and grab a useless trinket of purely sentimental value.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Difficulty of Bahssikava in Blades of Avernum
Guardian
Member # 6670
Profile Homepage #1
Bahssikava marked the first Avernum anything where I had to turn off Torment. I found it very challenging. Don't know how difficult it is after the mines with the demons; I lost my save after that and didn't feel like playing through half the scenario again.

Either change the difficulty or use the HLPM or Character Editor. I know; it's hard to do. Swallow that gaming pride. I find it goes good with salt.

EDIT: Clarity.

--------------------
PUPPETS!
- Elan (OotS)

[ Friday, April 21, 2006 13:14: Message edited by: Dintiradan ]
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Two Script Errors (Solved) in Blades of Avernum Editor
Guardian
Member # 6670
Profile Homepage #0
Grrr. Peer editing time again.

My first problem comes from a script intended to heal/charge a creature based on the current state of two SDFs. It worked fine when I linked it to some goblins to test it in a small scenario made for this purpose. Now, when I'm testing my scenario, I get:

perheal Error: Bad term in expression in line 57.

Here's the script:
// 'perheal' by Dintiradan - Version 0.2
// A very simple, naive text. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home.
// Also, each round there is a chance its HP and SP changes.
// Unless Cell 5 is negative, the HP and SP will only change when the HP is below maximum.
// Memory Cells:
// Cell 0 - How creature moves.
// 0 - If 0, wander randomly.
// 1 - Stands still until a target appears.
// 2 - Completely immobile, even if target appears.
// Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this
// is killed, set to 1. (Example: If cell 1 is 3 and cell 2 is 5, when
// creature is killed, sets SDF(3,5) to 1.)
// Cell 3 - Dialogue node to start with if talked to. if left at 0, this
// character doesn't talk.
// Cell 4 - Odds that creature will change HP and SP on a given turn.
// The higher the number, the less of a chance.
// If left at zero, creature changes its HP and SP every turn.
// Cell 5 - Amount that creature will have its HP and SP change.
// Cell 6,7 - When this SDF is 1, the creature can change its HP and SP.
// If both left at 0, creature always changes its HP and SP.
// Cell 8,9 - When this SDF is 1, the creature stops changing its HP and SP.
// If both left at 0, creature changes according to cells 6,7.

begincreaturescript;

variables;

short i,target;

// Make all custom changes to the displayed behaviour here.
short SPARKLE_TYPE = 3; // Green healing sparkles
short SPARKLE_NUM = 4;
short SOUND = 24; // Generic priest
string DISPLAYED_TEXT = " glows for a moment, and its wounds knit.";

body;

beginstate INIT_STATE;
if (get_memory_cell(0) == 2)
set_mobility(ME,0);
break;

beginstate DEAD_STATE;
// Set the appropriate stuff done flag for this character being dead
if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
set_flag(get_memory_cell(1),get_memory_cell(2),1);
break;

beginstate START_STATE;
if ((get_ran(1,0,get_memory_cell(4)) == 0) &&
((get_health(ME) < get_max_health(ME)) || (get_memory_cell(5) < 0)) &&
(((get_memory_cell(6) == 0) && (get_memory_cell(7) == 0)) ||
(get_flag(get_memory_cell(6),get_memory_cell(7)) == 1)) &&
(((get_memory_cell(8) == 0) && (get_memory_cell(9) == 0)) ||
(get_flag(get_memory_cell(8),get_memory_cell(9)) != 1))) {
change_char_energy(ME,get_memory_cell(5)); *** THIS IS LINE 57 ***
change_char_health(ME,get_memory_cell(5));
put_sparkles_on_char(ME,SPARKLE_TYPE,SPARKLE_NUM);
run_animation_sound(SOUND);
print_named_str(ME,DISPLAYED_TEXT);
}

// if I have a target for some reason, go attack it
if (target_ok()) {
if (dist_to_char(get_target()) <= 16)
set_state(3);
else
set_target(ME,-1);
}

// Look for a target, attack it if visible
if (select_target(ME,8,0)) {
do_attack();
set_state(3);
}

// Have I been hit? Strike back!
if (who_hit_me() >= 0) {
set_target(ME,who_hit_me());
do_attack();
set_state(3);
}

// Otherwise, just peacefully move around. Go back to start, if I'm too far
// from where I started.
if ((my_dist_from_start() >= 6) || ((my_dist_from_start() > 0) && (get_memory_cell(0) > 0))) {
if (get_ran(1,1,100) < 40)
return_to_start(ME,1);
}
else if (get_memory_cell(0) == 0) {
fidget(ME,25);
}

// if we're in combat and the above didn't give me anything to do, just
// stop now. Otherwise, game will keep running script, and that eats up CPU time.
if (am_i_doing_action() == FALSE)
end_combat_turn();
break;

beginstate 3; // attacking
if (target_ok() == FALSE)
set_state(START_STATE);
if ((get_ran(1,0,get_memory_cell(4)) == 0) &&
((get_health(ME) < get_max_health(ME)) || (get_memory_cell(5) < 0) &&
(((get_memory_cell(6) == 0) && (get_memory_cell(7) == 0)) ||
(get_flag(get_memory_cell(6),get_memory_cell(7)) == 1)) &&
(((get_memory_cell(8) == 0) && (get_memory_cell(9) == 0)) ||
(get_flag(get_memory_cell(8),get_memory_cell(9)) != 1))) {
change_char_energy(ME,get_memory_cell(5));
change_char_health(ME,get_memory_cell(5));
put_sparkles_on_char(ME,SPARKLE_TYPE,SPARKLE_NUM);
run_animation_sound(SOUND);
print_named_str(ME,DISPLAYED_TEXT);
}
do_attack();
break;

beginstate TALKING_STATE;
if (get_memory_cell(3) == 0) {
print_str("Talking: It doesn't respond.");
end();
}
begin_talk_mode(get_memory_cell(3));
break;
In all likelihood, it's a problem with that huge conditional. I already found one missing parenthesis.

My second script tries to have a monster spawn in a random close location. When running it, I get:

t4cmine Error: Missing integer in line 23.

The script is:
// 4: Crystal Mine

begintownscript;

variables;
short choice,rand_x,rand_y;

short MAX_SPAWNED = 6;
short SPAWN_ODDS = 5;
short SPAWN_RANGE = 6;

body;

beginstate INIT_STATE;
break;

beginstate EXIT_STATE;
break;

beginstate START_STATE;
if ((get_flag(4,2) != 3) && (get_flag(4,1) < MAX_SPAWNED) &&
(get_ran(1,0,SPAWN_ODDS) == 0)) {
*** THE FOLLOWING IS LINE 23 ***
*** I TRIED IT A COUPLE OF WAYS, ONE IS COMMENTED OUT ***
rand_x = get_ran(1,-SPAWN_RANGE,SPAWN_RANGE) + char_loc_x(random_party_member());
rand_y = get_ran(1,-SPAWN_RANGE,SPAWN_RANGE) + char_loc_y(random_party_member());
// if (get_ran(1,0,1) == 0)
// rand_x = char_loc_x(random_party_member()) + get_ran(1,0,SPAWN_RANGE);
// else
// rand_x = char_loc_x(random_party_member()) - get_ran(1,0,SPAWN_RANGE);
// if (get_ran(1,0,1) == 0)
// rand_y = char_loc_y(random_party_member()) + get_ran(1,0,SPAWN_RANGE);
// else
// rand_y = char_loc_y(random_party_member()) - get_ran(1,0,SPAWN_RANGE);

if ((get_terrain(rand_x,rand_y) >= 450) &&
(get_terrain(rand_x,rand_y) <= 464) &&
(char_on_loc(rand_x,rand_y) == -1)) {
if (get_ran(1,0,1) == 0) {
if (has_special_item(1) == 0)
place_monster(rand_x,rand_y,243,0); // Black Shade (Invisible)
else
place_monster(rand_x,rand_y,246,0); // Black Shade (Visible)
}
else {
if (has_special_item(1) == 0)
place_monster(rand_x,rand_y,244,0); // Guardian (Invisible)
else
place_monster(rand_x,rand_y,247,0); // Guardian (Visible)
}

play_sound(-165);
print_str("A patch of fog close to you swirls around suddenly.");
inc_flag(4,1,1);
}
}
break;
I think the line numbers are reported wrong... if you need me to clarify anything just ask. Now to see if the scripts are displayed right; Notepad botches them up.

EDIT: Yep, it seems UBB likes my tabs better than Notepad. Sorry about the length, I wanted to include the entire scripts; I think the reported line errors are screwed up. Also, sorry about the current lack of useful comments. I can clarify something if you need me to.

--------------------
(Bashes head against wall. Repeatedly.)

[ Friday, April 21, 2006 14:27: Message edited by: Dintiradan ]
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Two Script Errors (Solved) in Blades of Avernum
Guardian
Member # 6670
Profile Homepage #0
Grrr. Peer editing time again.

My first problem comes from a script intended to heal/charge a creature based on the current state of two SDFs. It worked fine when I linked it to some goblins to test it in a small scenario made for this purpose. Now, when I'm testing my scenario, I get:

perheal Error: Bad term in expression in line 57.

Here's the script:
// 'perheal' by Dintiradan - Version 0.2
// A very simple, naive text. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home.
// Also, each round there is a chance its HP and SP changes.
// Unless Cell 5 is negative, the HP and SP will only change when the HP is below maximum.
// Memory Cells:
// Cell 0 - How creature moves.
// 0 - If 0, wander randomly.
// 1 - Stands still until a target appears.
// 2 - Completely immobile, even if target appears.
// Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this
// is killed, set to 1. (Example: If cell 1 is 3 and cell 2 is 5, when
// creature is killed, sets SDF(3,5) to 1.)
// Cell 3 - Dialogue node to start with if talked to. if left at 0, this
// character doesn't talk.
// Cell 4 - Odds that creature will change HP and SP on a given turn.
// The higher the number, the less of a chance.
// If left at zero, creature changes its HP and SP every turn.
// Cell 5 - Amount that creature will have its HP and SP change.
// Cell 6,7 - When this SDF is 1, the creature can change its HP and SP.
// If both left at 0, creature always changes its HP and SP.
// Cell 8,9 - When this SDF is 1, the creature stops changing its HP and SP.
// If both left at 0, creature changes according to cells 6,7.

begincreaturescript;

variables;

short i,target;

// Make all custom changes to the displayed behaviour here.
short SPARKLE_TYPE = 3; // Green healing sparkles
short SPARKLE_NUM = 4;
short SOUND = 24; // Generic priest
string DISPLAYED_TEXT = " glows for a moment, and its wounds knit.";

body;

beginstate INIT_STATE;
if (get_memory_cell(0) == 2)
set_mobility(ME,0);
break;

beginstate DEAD_STATE;
// Set the appropriate stuff done flag for this character being dead
if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
set_flag(get_memory_cell(1),get_memory_cell(2),1);
break;

beginstate START_STATE;
if ((get_ran(1,0,get_memory_cell(4)) == 0) &&
((get_health(ME) < get_max_health(ME)) || (get_memory_cell(5) < 0)) &&
(((get_memory_cell(6) == 0) && (get_memory_cell(7) == 0)) ||
(get_flag(get_memory_cell(6),get_memory_cell(7)) == 1)) &&
(((get_memory_cell(8) == 0) && (get_memory_cell(9) == 0)) ||
(get_flag(get_memory_cell(8),get_memory_cell(9)) != 1))) {
change_char_energy(ME,get_memory_cell(5)); *** THIS IS LINE 57 ***
change_char_health(ME,get_memory_cell(5));
put_sparkles_on_char(ME,SPARKLE_TYPE,SPARKLE_NUM);
run_animation_sound(SOUND);
print_named_str(ME,DISPLAYED_TEXT);
}

// if I have a target for some reason, go attack it
if (target_ok()) {
if (dist_to_char(get_target()) <= 16)
set_state(3);
else
set_target(ME,-1);
}

// Look for a target, attack it if visible
if (select_target(ME,8,0)) {
do_attack();
set_state(3);
}

// Have I been hit? Strike back!
if (who_hit_me() >= 0) {
set_target(ME,who_hit_me());
do_attack();
set_state(3);
}

// Otherwise, just peacefully move around. Go back to start, if I'm too far
// from where I started.
if ((my_dist_from_start() >= 6) || ((my_dist_from_start() > 0) && (get_memory_cell(0) > 0))) {
if (get_ran(1,1,100) < 40)
return_to_start(ME,1);
}
else if (get_memory_cell(0) == 0) {
fidget(ME,25);
}

// if we're in combat and the above didn't give me anything to do, just
// stop now. Otherwise, game will keep running script, and that eats up CPU time.
if (am_i_doing_action() == FALSE)
end_combat_turn();
break;

beginstate 3; // attacking
if (target_ok() == FALSE)
set_state(START_STATE);
if ((get_ran(1,0,get_memory_cell(4)) == 0) &&
((get_health(ME) < get_max_health(ME)) || (get_memory_cell(5) < 0) &&
(((get_memory_cell(6) == 0) && (get_memory_cell(7) == 0)) ||
(get_flag(get_memory_cell(6),get_memory_cell(7)) == 1)) &&
(((get_memory_cell(8) == 0) && (get_memory_cell(9) == 0)) ||
(get_flag(get_memory_cell(8),get_memory_cell(9)) != 1))) {
change_char_energy(ME,get_memory_cell(5));
change_char_health(ME,get_memory_cell(5));
put_sparkles_on_char(ME,SPARKLE_TYPE,SPARKLE_NUM);
run_animation_sound(SOUND);
print_named_str(ME,DISPLAYED_TEXT);
}
do_attack();
break;

beginstate TALKING_STATE;
if (get_memory_cell(3) == 0) {
print_str("Talking: It doesn't respond.");
end();
}
begin_talk_mode(get_memory_cell(3));
break;
In all likelihood, it's a problem with that huge conditional. I already found one missing parenthesis.

My second script tries to have a monster spawn in a random close location. When running it, I get:

t4cmine Error: Missing integer in line 23.

The script is:
// 4: Crystal Mine

begintownscript;

variables;
short choice,rand_x,rand_y;

short MAX_SPAWNED = 6;
short SPAWN_ODDS = 5;
short SPAWN_RANGE = 6;

body;

beginstate INIT_STATE;
break;

beginstate EXIT_STATE;
break;

beginstate START_STATE;
if ((get_flag(4,2) != 3) && (get_flag(4,1) < MAX_SPAWNED) &&
(get_ran(1,0,SPAWN_ODDS) == 0)) {
*** THE FOLLOWING IS LINE 23 ***
*** I TRIED IT A COUPLE OF WAYS, ONE IS COMMENTED OUT ***
rand_x = get_ran(1,-SPAWN_RANGE,SPAWN_RANGE) + char_loc_x(random_party_member());
rand_y = get_ran(1,-SPAWN_RANGE,SPAWN_RANGE) + char_loc_y(random_party_member());
// if (get_ran(1,0,1) == 0)
// rand_x = char_loc_x(random_party_member()) + get_ran(1,0,SPAWN_RANGE);
// else
// rand_x = char_loc_x(random_party_member()) - get_ran(1,0,SPAWN_RANGE);
// if (get_ran(1,0,1) == 0)
// rand_y = char_loc_y(random_party_member()) + get_ran(1,0,SPAWN_RANGE);
// else
// rand_y = char_loc_y(random_party_member()) - get_ran(1,0,SPAWN_RANGE);

if ((get_terrain(rand_x,rand_y) >= 450) &&
(get_terrain(rand_x,rand_y) <= 464) &&
(char_on_loc(rand_x,rand_y) == -1)) {
if (get_ran(1,0,1) == 0) {
if (has_special_item(1) == 0)
place_monster(rand_x,rand_y,243,0); // Black Shade (Invisible)
else
place_monster(rand_x,rand_y,246,0); // Black Shade (Visible)
}
else {
if (has_special_item(1) == 0)
place_monster(rand_x,rand_y,244,0); // Guardian (Invisible)
else
place_monster(rand_x,rand_y,247,0); // Guardian (Visible)
}

play_sound(-165);
print_str("A patch of fog close to you swirls around suddenly.");
inc_flag(4,1,1);
}
}
break;
I think the line numbers are reported wrong... if you need me to clarify anything just ask. Now to see if the scripts are displayed right; Notepad botches them up.

EDIT: Yep, it seems UBB likes my tabs better than Notepad. Sorry about the length, I wanted to include the entire scripts; I think the reported line errors are screwed up. Also, sorry about the current lack of useful comments. I can clarify something if you need me to.

--------------------
(Bashes head against wall. Repeatedly.)

[ Friday, April 21, 2006 14:27: Message edited by: Dintiradan ]
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
OoC Thread for "An RP in the World of Avernum... *Reloaded*" in General
Guardian
Member # 6670
Profile Homepage #385
An anti-magic field was what I had in mind. I was starting to allude to researching them before I started the attack on North Karnold. Unfortunatly, an anti-magic field negates my power also, and so STILL requires me to get melee assistance.

Thalni does have a point. The original slant of the RP was to create a world with a large number of factions, with a network of alliances and vendettas. The Rakshasi should be a diversion, not the main point of the RP.

(Reads the EE.) Hmmm, time to consult THE authoritative guide (guess I'm mass producing blessed crossbow bolts now :) ).

EDIT: (Reads Zeviz's post.)
I can see that, but it would have been nice to know that this would have been a 'Rising Menace' RP (or even that TM would be GM; I'd have been nicer to him IC :) ).

--------------------
Spell Immunity (Su): Rakshasas ignore the effects of spells and spell-like abilities of 8th level and less, just as if the spellcaster had failed to overcome spell resistance.
Vunerable to Blessed Crossbow Bolts (Ex): Any hit scored with a blessed crossbow bolt instantly slays a rakshasi.
- Monster Manual

(Sweet! I can still slay a rakshasi in an anti-magic field, since the vunerability is an extraordinary ability!)

(And yes, I'm just kidding.)

[ Friday, April 21, 2006 09:41: Message edited by: Dintiradan ]
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
OoC Thread for "An RP in the World of Avernum... *Reloaded*" in General
Guardian
Member # 6670
Profile Homepage #380
Well, TM has been foreshadowing this for some time. It also seems that the Rakshasi are less of a faction and more of a NPC menace that TM has created for everyone in the RP to fight. I'd be more annoyed, but I really wasn't looking forward to a drawn-out fight in North Karnold anyway. Hopefully, TM doesn't turn this into faction-bashing.

Would it be acceptable if I say my faction is post-Exile and thus can deal normal magic damage to Rakshasi? :D Anyway, expect to see more magical clout from the Dominion; for a faction devoted to magic and learning, they haven't been doing enough of it.

--------------------
If a tree falls on a mime in a forest, does anyone care?
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Do you watch foamy cartoons? in General
Guardian
Member # 6670
Profile Homepage #36
Everytime you post a picture of a fluffy kitten, somebody compares TM and Kel.

--------------------
Illogical converses are fun!

[ Thursday, April 20, 2006 18:01: Message edited by: Dintiradan ]
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Statistically Yours, on the First Anniversary in General
Guardian
Member # 6670
Profile Homepage #53
Don't deny the mods the satisfaction of ruthlessly crushing a useless topic.

--------------------
IF I EVER BECOME AN EVIL OVERLORD:
If I decide to hold a double execution of the hero and an underling who failed or betrayed me, I will see to it that the hero is scheduled to go first.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Beta call for "Where the rivers meet" in Blades of Avernum
Guardian
Member # 6670
Profile Homepage #36
Beta testing is what Bill Gates did in his younger years. Apparently, he could break any program, no matter how many times the producers tried to fix it.

Yes, Thralni, I can still beta test. The uncertainty was due to whether or not I would have to do testing this week. Most of my exams are done now. One tomorrow, and one on Tuesday. So, yeah, I can test. Unless, of course, you don't want me to... :)

--------------------
IF I EVER BECOME AN EVIL OVERLORD:
If I ever talk to the hero on the phone, I will not taunt him. Instead I will say this his dogged perseverance has given me new insight on the futility of my evil ways and that if he leaves me alone for a few months of quiet contemplation I will likely return to the path of righteousness. (Heroes are incredibly gullible in this regard.)
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Beta call for "Where the rivers meet" in Blades of Avernum
Guardian
Member # 6670
Profile Homepage #32
By Ephesos:
quote:
I've found that quite often I get discouraged when I test something, because the reports I send are never even considered.

*cough* UV, Shipwrecked *cough*
Hence the sig? :)

--------------------
IF I EVER BECOME AN EVIL OVERLORD:
I will not ignore the messenger that stumbles in exhausted and obviously agitated until my personal grooming or current entertainment is finished. It might actually be important.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
OoC Thread for "An RP in the World of Avernum... *Reloaded*" in General
Guardian
Member # 6670
Profile Homepage #369
A few questions before I respond IC:

What happened to the Battlemagi force I had in Angel's Rest? Still there/Wiped out/Retreated/Hiding? Completely wiped out seems a little harsh; it was a major expedition of mine.

Was anything my men did useful? I'm fine with a fireball being useless, but a boulder levitated by magic and thrown should be crude but effective.

Also, any hints on how much my scholars would know about Rakshasi would be nice.

Unless I think of anything brilliant before I post, I'm probably going to hedgehog. My faction isn't based in melee, and I have no melee-based faction willing to ally. The most I could do I create a NPC mercenary faction, which would be over-powered. Time for a drastic strategy change.

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IF I EVER BECOME AN EVIL OVERLORD:
I will not design my Main Control Room so that every workstation is facing away from the door.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
OoC Thread for "An RP in the World of Avernum... *Reloaded*" in General
Guardian
Member # 6670
Profile Homepage #365
Nah. One of the limits I placed on my faction is that it wouldn't engage in long-distance scrying unless it was important enough that it would divert the crystals from another project (like the weather spell). Since all my faction knows is that the Red Star originated in Vantanas, it's not overly worried yet. The most I would do is research anything like it in my libraries; maybe Aran's faction would have better luck, if he's still in.

Besides, I've got bigger things to worry about. The Anama hate me. The Looters will be attacking for lack of any other enemy. *Army is shaking things up. ASE is setting itself up as a rival. And, of course, the only faction in Avernum friendly to me just had its leader garroted. (Lartaynior, you fool, you know you shouldn't be mixing with the uneducated rabble!)

I don't know why everyone hates the mages. It's not like they're trying to start a war, or anything. :P

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All that we're saying, is give peas a chance.
- Carrot Juice is Murder (The Arrogant Worms)
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Explosion Graphic Sheet in Blades of Avernum Editor
Guardian
Member # 6670
Profile Homepage #1
For your own personal use, or to get some specific effect in your scenario?

If you change the graphics, then any other scenario you play which uses them (be it for cutscenes, traps, or some spells, which all - I think - use them) will have the same changes. It'd also be annoying for anyone wanting to play the scenario; they'd have to keep track of which graphic is the right one for each scenario.

I'm not quite sure what you want to do. Is it some special effect for a cutscene? I'd suggest making special terrains for the effect, then running them in sequence in the cutscene.

Hope this helps.

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Life is much, much more than a hyperbole.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Explosion Graphic Sheet in Blades of Avernum
Guardian
Member # 6670
Profile Homepage #1
For your own personal use, or to get some specific effect in your scenario?

If you change the graphics, then any other scenario you play which uses them (be it for cutscenes, traps, or some spells, which all - I think - use them) will have the same changes. It'd also be annoying for anyone wanting to play the scenario; they'd have to keep track of which graphic is the right one for each scenario.

I'm not quite sure what you want to do. Is it some special effect for a cutscene? I'd suggest making special terrains for the effect, then running them in sequence in the cutscene.

Hope this helps.

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Life is much, much more than a hyperbole.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
OoC Thread for "An RP in the World of Avernum... *Reloaded*" in General
Guardian
Member # 6670
Profile Homepage #363
TM, I'll leave it up to you whether or not my forces in Angel's Rest will bump into the tigers. Could Aran's faction possibly know anything about them? I have a feeling that a joint-faction party will need to be sent out soon, that would be cool.

By Wonko:
quote:
You see, being a huge group of bandits and all, all I can really do is fight. You can use poisons and clever plans and propaganda, but I'm either fighting or doing nothing. Since the Dominion is the only foe left, I figured I should attack it.
I'm just a poor boy, nobody loves me...

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One... word. ONE WORD!!!
- Vaarsuvius (OotS)
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Death to All Merchants in Blades of Avernum
Guardian
Member # 6670
Profile Homepage #18
By Ephesos:
quote:
I know. You're the reason that you can't kill Brother Oakleaf in DoK. Well, actually you can, but he gets the last laugh.
What? After you kill him, he laughs? That sounds suspiciously like being undead...

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IF I EVER BECOME AN EVIL OVERLORD:
After I captures the hero's superweapon, I will not immediately disband my legions and relax my guard because I believe whoever holds the weapon is unstoppable. After all, the hero held the weapon and I took it from him.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Web Hosts in General
Guardian
Member # 6670
Profile Homepage #21
Looks nice. 'Eye of the Storm' by Alcritas for BoA? Yet another BoA scenario not on SpidWeb?

I suppose a ScenarioForge will be sufficient. I'll cross the bridge of hosting when/if I have anything else useful to contribute to the community.

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IF I EVER BECOME AN EVIL OVERLORD:
If a group of henchmen fail miserably at a task, I will not berate them for incompetence then send the same group out to try the task again.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Beta call for "Where the rivers meet" in Blades of Avernum
Guardian
Member # 6670
Profile Homepage #20
Ah, sure. I've reached a good time to stop in A4, and I've slowed down a lot in my scenario lately (making a creature spawn in a random location has become more difficult than I expected). I may be a little slow in getting back to you, I have a few things to do this week (like final exams, nothing too serious :) ).

E-mail address: dintiradan(at)yahoo.ca
Testing Experience: Lucky you. You're the first. I am making a scenario right now, so I may be somewhat helpful.
Concentrates on: Spelling, plot, bugs/glitches/loopholes, what are the cool/not so cool ideas.
Gender: (Lifts up kilt.) (Male is fine.)
OS: I have BoA on a Windows 98 machine (I can't do the platform switch for you; send me the Windows version).
Beta-ID: Just signing up now. It will be 'dintiradan'.

If you find another Windows user who will have more time, use him/her instead. I don't mind. Back to studying!

EDIT: Yeah, if the Windows users don't get the scenario until the weekend, I'll be definitely able to beta test. I have one exam on next week Tuesday, and that's it.

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IF I EVER BECOME AN EVIL OVERLORD:
My vats of hazardous chemicals will be covered when not in use. Also, I will not construct walkways above them.

[ Tuesday, April 18, 2006 09:58: Message edited by: Dintiradan ]
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Descriptions in General
Guardian
Member # 6670
Profile Homepage #12
Dintiradan is hot... very hot. Any further description violates the CoC.

Okay, what the heck is Thuryl up to?

EDIT: By SoT:
quote:
The laws of physics are fundamentally dimensionless, so the distinction between mass and length is almost as arbitrary as that between metres and yards.
Sweet! I weigh 3.14 coulombs!

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IF I EVER BECOME AN EVIL OVERLORD:
I will make sure that my doomsday device is up to code and properly grounded.

[ Tuesday, April 18, 2006 09:14: Message edited by: Dintiradan ]
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
A Change of Structure in General
Guardian
Member # 6670
Profile Homepage #98
Problem: Alorael wants a custom title. However, a custom title would cause him to stop changing his PDN every day.

Solution: Give Alorael a custom title. Call it Alorael. Alorael continues changing PDNs. (Remember, the italics are important.)

Hmmm... now I'm Exploring, instead of being a good Citizen of Exile. Oh well, no longer have to pay those pesky taxes...

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IF I EVER BECOME AN EVIL OVERLORD:
I will not have captives of one sex guarded by members of the opposite sex.
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Statistically Yours, on the First Anniversary in General
Guardian
Member # 6670
Profile Homepage #41
(Looks back at stats.)

Hey, half the people in the Top Ten have a member number greater than 6000. It IS true! Newbs of the boards, UNITE!

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(Starts planning how to wrest control from the bourgeois oldbies.)
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00

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