Profile for Lancer
Field | Value |
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Displayed name | Lancer |
Member number | 6682 |
Title | Warrior |
Postcount | 73 |
Homepage | |
Registered | Friday, January 13 2006 08:00 |
Recent posts
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Author | Recent posts |
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How do you script in events occurring on specific days? in Blades of Avernum | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 12:22
Profile
So, the question that remains is the following: Is there any way to print the string "Month:Nuwmont" only on the first tick of the day called rather than after every tick? [ Sunday, June 11, 2006 12:23: Message edited by: Lancer ] -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
Can you explain what the difference between LOAD_SCEN and START_SCEN states? in Blades of Avernum Editor | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 12:16
Profile
I am somewhat confused about these two states in the scenario script. They are apparently both called once, at the very beginning ,although I am not too sure what the conceptual difference is between the two? And apparently, unless you want to print a string right at the very beginning of the scenario you wouldn't use these states to put in calls that are executed at some time greater than zero. [ Sunday, June 11, 2006 12:17: Message edited by: Lancer ] -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
Can you explain what the difference between LOAD_SCEN and START_SCEN states? in Blades of Avernum | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 12:16
Profile
I am somewhat confused about these two states in the scenario script. They are apparently both called once, at the very beginning ,although I am not too sure what the conceptual difference is between the two? And apparently, unless you want to print a string right at the very beginning of the scenario you wouldn't use these states to put in calls that are executed at some time greater than zero. [ Sunday, June 11, 2006 12:17: Message edited by: Lancer ] -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum Editor | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 12:05
Profile
Thanks Lazarus, I just figured it out right before you posted! -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 12:05
Profile
Thanks Lazarus, I just figured it out right before you posted! -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum Editor | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 11:59
Profile
Thanks Kelandon!!!! Along with the print_num(short num) debugging trick I learned (as you had said) that force_start_day keeps num at 0 if used along with the what_day_of_year_call... So, instead, I used the what_day_of_scenario call instead and it works! Thanks again. I am definitely going to make a note of that! -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 11:59
Profile
Thanks Kelandon!!!! Along with the print_num(short num) debugging trick I learned (as you had said) that force_start_day keeps num at 0 if used along with the what_day_of_year_call... So, instead, I used the what_day_of_scenario call instead and it works! Thanks again. I am definitely going to make a note of that! -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum Editor | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 11:26
Profile
quote:It just doesn't like me for some reason..lol. I did try eliminating the force_start_day call but it didn't seem to have any bearing on the what_day_of_year call. I still get the same problem. Is it possible that the "Passage of Time" calls just don't like if/while type statements for some reason? Or is there something syntactically fundamental that I've missed? -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 11:26
Profile
quote:It just doesn't like me for some reason..lol. I did try eliminating the force_start_day call but it didn't seem to have any bearing on the what_day_of_year call. I still get the same problem. Is it possible that the "Passage of Time" calls just don't like if/while type statements for some reason? Or is there something syntactically fundamental that I've missed? -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum Editor | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 11:13
Profile
Eliminating the force_start_day(-1) call just brings back the standard calendar... The strange thing, Kelandon, is that if I were to use the following code, the print_str works just like I expect it to... beginstate START_STATE; print_str("Month:Nuwmont"); break; In this case, of course, the text string "Month:Nuwmont" is displayed every tick onto infinity... However, as soon as I put in that "if" statement, it stops doing what I want it to do. It doesn't like something about that if statement... It doesn't understand it or I don't know what.. beginstate START_STATE; if (what_day_of_year() == 2) print_str("Month:Nuwmont"); break; [ Sunday, June 11, 2006 11:15: Message edited by: Lancer ] -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 11:13
Profile
Eliminating the force_start_day(-1) call just brings back the standard calendar... The strange thing, Kelandon, is that if I were to use the following code, the print_str works just like I expect it to... beginstate START_STATE; print_str("Month:Nuwmont"); break; In this case, of course, the text string "Month:Nuwmont" is displayed every tick onto infinity... However, as soon as I put in that "if" statement, it stops doing what I want it to do. It doesn't like something about that if statement... It doesn't understand it or I don't know what.. beginstate START_STATE; if (what_day_of_year() == 2) print_str("Month:Nuwmont"); break; [ Sunday, June 11, 2006 11:15: Message edited by: Lancer ] -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum Editor | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 10:56
Profile
Ok.. I've made some ammends and it is still not working.. Logically, I don't understand why: beginstate START_SCEN_STATE; force_start_day(-1); break; beginstate START_STATE; if (what_day_of_year() == 2) print_str("Month:Nuwmont"); break; [quote=Kelandon] I don't know how you figure. The code says, "if (what_day_of_year() == 2)" — if the day of the year is 2, then it does the print_str. Note that this will print the string all during the second day.[/quote]I just thought that since BoA nearly always starts with "zero" being the first in most circumstances, that what_day_of_year(0) would correspond to Day 1 and what_day_of_year(1) would be Day 2 so on... [ Sunday, June 11, 2006 10:59: Message edited by: Lancer ] -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 10:56
Profile
Ok.. I've made some ammends and it is still not working.. Logically, I don't understand why: beginstate START_SCEN_STATE; force_start_day(-1); break; beginstate START_STATE; if (what_day_of_year() == 2) print_str("Month:Nuwmont"); break; [quote=Kelandon] I don't know how you figure. The code says, "if (what_day_of_year() == 2)" — if the day of the year is 2, then it does the print_str. Note that this will print the string all during the second day.[/quote]I just thought that since BoA nearly always starts with "zero" being the first in most circumstances, that what_day_of_year(0) would correspond to Day 1 and what_day_of_year(1) would be Day 2 so on... [ Sunday, June 11, 2006 10:59: Message edited by: Lancer ] -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum Editor | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 10:28
Profile
Oooh... that documentation on bugs is helpful, Thank you! By Kelandon's suggestion I put the second half of the code in the START_SCEN_STATE. The following is exactly what I have: beginstate LOAD_SCEN_STATE; force_start_day(-1); what_day_of_year(); break; beginstate START_SCEN_STATE; if (what_day_of_year() == 2) print_str("Month:Nuwmont"); break; ----------------------------------------------- So, on "Day 3" there is supposed to be a text string that displays as "Month:Nuwmont.." Oddly, I am still not getting anything to show up on the text window. I am assuming that the program knows to display this as soon as it is Day 3, or on the first tick of Day 3? [ Sunday, June 11, 2006 10:30: Message edited by: Lancer ] -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 10:28
Profile
Oooh... that documentation on bugs is helpful, Thank you! By Kelandon's suggestion I put the second half of the code in the START_SCEN_STATE. The following is exactly what I have: beginstate LOAD_SCEN_STATE; force_start_day(-1); what_day_of_year(); break; beginstate START_SCEN_STATE; if (what_day_of_year() == 2) print_str("Month:Nuwmont"); break; ----------------------------------------------- So, on "Day 3" there is supposed to be a text string that displays as "Month:Nuwmont.." Oddly, I am still not getting anything to show up on the text window. I am assuming that the program knows to display this as soon as it is Day 3, or on the first tick of Day 3? [ Sunday, June 11, 2006 10:30: Message edited by: Lancer ] -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum Editor | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 08:40
Profile
Hello everyone. It seems like it would be real easy but I have had no luck in telling BoA to execute events on a given day.. For example, say I want on Day 30 for a message alert to appear saying "Month: Nuwmont." Day 30 would arrive and no message will appear on the text window. I have been writing statements such as: beginstate LOAD_SCEN_STATE; force_start_day(-1); what_day_of_year(); if (what_day_of_year() == 30) print_str("Month:Nuwmont"); break; The above and variations thereof have given me little success. On another unrelated note.. Is there something wrong with the "print_big_str_color" call? The other versions of print_str seem to work just fine for me, save for that one. [ Sunday, June 11, 2006 08:56: Message edited by: Lancer ] -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
How do you script in events occurring on specific days? in Blades of Avernum | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 08:40
Profile
Hello everyone. It seems like it would be real easy but I have had no luck in telling BoA to execute events on a given day.. For example, say I want on Day 30 for a message alert to appear saying "Month: Nuwmont." Day 30 would arrive and no message will appear on the text window. I have been writing statements such as: beginstate LOAD_SCEN_STATE; force_start_day(-1); what_day_of_year(); if (what_day_of_year() == 30) print_str("Month:Nuwmont"); break; The above and variations thereof have given me little success. On another unrelated note.. Is there something wrong with the "print_big_str_color" call? The other versions of print_str seem to work just fine for me, save for that one. [ Sunday, June 11, 2006 08:56: Message edited by: Lancer ] -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
Reputation system in BoA? in Blades of Avernum Editor | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 03:51
Profile
Will do. Gracias again. -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
Reputation system in BoA? in Blades of Avernum | |
Warrior
Member # 6682
|
written Sunday, June 11 2006 03:51
Profile
Will do. Gracias again. -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
Reputation system in BoA? in Blades of Avernum Editor | |
Warrior
Member # 6682
|
written Friday, June 9 2006 13:54
Profile
I appreciate your help, Lazarus! So then all I need to do is add the following statement everytime the PCs do something to increase (or decrease) their reputation: get_flag(x,y) = get_flag(x,y) + z //where z is the increase (or decrease) in rep due to the deed and x,y are the coordinates of the reputation SDF. I am just a little confused about the syntax for the change_custom_abil_uses flag.. Why is it used in two circumstances (in beginstate and LOAD_SCEN state)? Is it because in LOAD_SCEN the change_custom_abil_uses statements there are where the special abilities are actually defined for all PCs... Whereas the actual execution of the ability is in the beginstate? -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
Reputation system in BoA? in Blades of Avernum | |
Warrior
Member # 6682
|
written Friday, June 9 2006 13:54
Profile
I appreciate your help, Lazarus! So then all I need to do is add the following statement everytime the PCs do something to increase (or decrease) their reputation: get_flag(x,y) = get_flag(x,y) + z //where z is the increase (or decrease) in rep due to the deed and x,y are the coordinates of the reputation SDF. I am just a little confused about the syntax for the change_custom_abil_uses flag.. Why is it used in two circumstances (in beginstate and LOAD_SCEN state)? Is it because in LOAD_SCEN the change_custom_abil_uses statements there are where the special abilities are actually defined for all PCs... Whereas the actual execution of the ability is in the beginstate? -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
Reputation system in BoA? in Blades of Avernum Editor | |
Warrior
Member # 6682
|
written Friday, June 9 2006 12:11
Profile
Okay.. This is what I have now: beginscenarioscript; variables; short i; body; beginstate LOAD_SCEN_STATE; init_special_abil(1, "Reputation", 10); break; .... beginstate 10; i=4; change_custom_abil_uses(who_used_custom_abil,1,1); print_big_str("Your Reputation is", i, "dude"); break; ------------------------------------------------ Unfortunately, I am still not getting a special ability icon to pop up for the PCs to utilize. Where do I go from here? Thanks. -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
Reputation system in BoA? in Blades of Avernum | |
Warrior
Member # 6682
|
written Friday, June 9 2006 12:11
Profile
Okay.. This is what I have now: beginscenarioscript; variables; short i; body; beginstate LOAD_SCEN_STATE; init_special_abil(1, "Reputation", 10); break; .... beginstate 10; i=4; change_custom_abil_uses(who_used_custom_abil,1,1); print_big_str("Your Reputation is", i, "dude"); break; ------------------------------------------------ Unfortunately, I am still not getting a special ability icon to pop up for the PCs to utilize. Where do I go from here? Thanks. -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
Reputation system in BoA? in Blades of Avernum Editor | |
Warrior
Member # 6682
|
written Friday, June 9 2006 11:57
Profile
So the "1" in the third argument of the chnage_custom_abil_uses call means to give that special ability unlimited usage? -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |
Reputation system in BoA? in Blades of Avernum | |
Warrior
Member # 6682
|
written Friday, June 9 2006 11:57
Profile
So the "1" in the third argument of the chnage_custom_abil_uses call means to give that special ability unlimited usage? -------------------- Lancer Posts: 73 | Registered: Friday, January 13 2006 08:00 |