Profile for *i

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).

Recent posts

Pages

AuthorRecent posts
A Perfect Forest Beta Call in Blades of Avernum
The Establishment
Member # 6
Profile #0
Here we go again! This time in psuedo 3D!! :D

I need beta testers for A Perfect Forest. Please apply below. Include:

1) Name
2) E-mail address
3) Platform
4) Design, Testing, and Playing Experience
5) Any other relevant information.

The scenario is fairly short and has about 14 towns.

[ Sunday, August 22, 2004 11:53: Message edited by: *i ]

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Critique in Blades of Avernum Editor
The Establishment
Member # 6
Profile #5
Very nice. Would you be so kind to donate that graphic to the Louve and the graphics competition?

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Critique in Blades of Avernum
The Establishment
Member # 6
Profile #5
Very nice. Would you be so kind to donate that graphic to the Louve and the graphics competition?

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
The Establishment
Member # 6
Profile #23
Okay, when you display a ood amount of text on the screen and are often offered choices, that is considered a dialogue box. Right now, it is impossible to put an image to go along with it.

Play the old Exile games and you should notice a picture of a Slime by the text or something. We're really asking for this nice feature back.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum
The Establishment
Member # 6
Profile #23
Okay, when you display a ood amount of text on the screen and are often offered choices, that is considered a dialogue box. Right now, it is impossible to put an image to go along with it.

Play the old Exile games and you should notice a picture of a Slime by the text or something. We're really asking for this nice feature back.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
The Establishment
Member # 6
Profile #21
Here is my list:

1.1 - TP+ (if nothing else, this one)
2.1 - TP
3.1 - WBN
3.2 - WBN
3.3 - NL
4.1 - WBN
4.2 - TP
4.3 - NL
4.4 - NL
4.5 - WBN
5.1 - WBN
5.2 - WBN
5.3 - TP
5.4 - NL
5.5 - WBN
5.6 - WBN
5.7 - WBN
6.1 - WBN
6.2 - WBN
6.3 - WBN
6.4 - WBN
6.5 - WBN
7.1 - TP
7.2 - WBN
7.3 - TP
7.4 - TP
7.5 - NL
7.6 - NL
7.7 - NL
7.8 - NL
7.9 - WBN
8.1 - TP
8.2 - TP
8.3 - TP
8.4 - WBN
8.5 - WBN
9.1 - WBN
10.1 - NL
10.2 - TP
11.1 - TP
12.1 - TP
12.2 - WBN
12.3 - TP
12.4 - WBN
13.1 - NL
14.1 - WBN
14.2 - WBN

Also, having varibles preserved after reloading would be very, very nice and save a lot of trouble.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum
The Establishment
Member # 6
Profile #21
Here is my list:

1.1 - TP+ (if nothing else, this one)
2.1 - TP
3.1 - WBN
3.2 - WBN
3.3 - NL
4.1 - WBN
4.2 - TP
4.3 - NL
4.4 - NL
4.5 - WBN
5.1 - WBN
5.2 - WBN
5.3 - TP
5.4 - NL
5.5 - WBN
5.6 - WBN
5.7 - WBN
6.1 - WBN
6.2 - WBN
6.3 - WBN
6.4 - WBN
6.5 - WBN
7.1 - TP
7.2 - WBN
7.3 - TP
7.4 - TP
7.5 - NL
7.6 - NL
7.7 - NL
7.8 - NL
7.9 - WBN
8.1 - TP
8.2 - TP
8.3 - TP
8.4 - WBN
8.5 - WBN
9.1 - WBN
10.1 - NL
10.2 - TP
11.1 - TP
12.1 - TP
12.2 - WBN
12.3 - TP
12.4 - WBN
13.1 - NL
14.1 - WBN
14.2 - WBN

Also, having varibles preserved after reloading would be very, very nice and save a lot of trouble.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Where should I start designing? in Blades of Exile
The Establishment
Member # 6
Profile #81
Welcome back, Aceron. Glad to see you back visiting again.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Linking towns in Blades of Exile
The Establishment
Member # 6
Profile #9
It's been a while, but try putting in a special after the stairway node in the chain, call it 'n'. (pick any number here between 0-99)

Go into the next town you are linking and under node 'n' put the text description there, NOT in the original town you came from.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
scen icon graphics in Blades of Avernum Editor
The Establishment
Member # 6
Profile #1
One limitation is you cannot make custom scenario icon graphics.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
scen icon graphics in Blades of Avernum
The Establishment
Member # 6
Profile #1
One limitation is you cannot make custom scenario icon graphics.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
The Establishment
Member # 6
Profile #9
Matrices and vectors allow you to create a temporary, variable, and convenient ordered data structure. The problem I am having is that I want to store a variable number of components in creature scripts. Regular variables will not work unless I define a lot of them to ensure I don't run out under any situation. Here are some advantages:

* Of an arbitrary size (only 30 for SDFs) assuming Jeff doesn't program stupidly.
* Are created as a temporary file specific to a script and does not require reserving large numbers of flags.
* When you have them in different, it would be hard to keep track using flags and you need to be careful not to overwrite and spill over.
* Vectors and matrices should be able to store integers instead of just values 0 to 255.

Okay, I admit there are ways to do this with flags, but I'm having a hard time trying to organize it and I suspect other players will as well.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum
The Establishment
Member # 6
Profile #9
Matrices and vectors allow you to create a temporary, variable, and convenient ordered data structure. The problem I am having is that I want to store a variable number of components in creature scripts. Regular variables will not work unless I define a lot of them to ensure I don't run out under any situation. Here are some advantages:

* Of an arbitrary size (only 30 for SDFs) assuming Jeff doesn't program stupidly.
* Are created as a temporary file specific to a script and does not require reserving large numbers of flags.
* When you have them in different, it would be hard to keep track using flags and you need to be careful not to overwrite and spill over.
* Vectors and matrices should be able to store integers instead of just values 0 to 255.

Okay, I admit there are ways to do this with flags, but I'm having a hard time trying to organize it and I suspect other players will as well.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
AC3:Retribution at Spidweb, but... in Blades of Exile
The Establishment
Member # 6
Profile #11
The only reason I design in Blades is because of the community, because there is an audience. That, and it's good to have a hobby.

Blades of Exile is not dead, maybe to Spiderweb it is, but to the community, it is not. I will probably not design in it anymore, but there are still a LOT of good works in it. Actually, I think Jeff and co. don't think they've abandoned it, they just drastically underestimate the amount of service time that is required.

Seriously though, they should really remake their Blades of Exile page with pointers to the big resources for it. I think it is time they stop pretending to service a product they don't really want to and aren't really doing.

Also, BoE, the game and editor, should become open source software. They can still sell and market it for those without a compiler and the donations can still make them money. But seriously, so much has changed about the engine that it really doesn't matter anymore. It would be nice to be able to rip through the guts of that program and maybe even fix a few features that don't work.

However, they'll give you the Monopoly argument. I hate to say it, but that is a false analogy because board games really do not get outdated. Perhaps we will reach a time when computer games will NEVER become outdated because we will have maximized all that can be done with computing, but I doubt that will be for many centuries.

Those are my feelings at least.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
The Establishment
Member # 6
Profile #5
Kel -- Think you could give everything a numbering system? For instance 1.0, 1.1, etc. for the first category, 2.n for the second and so on down the list. It would make things easier to talk about and vote on.

Should variables be disallowed in the run_imported_script() calls? How will they be handled?

I've always assumed this would be like call_global_state().

[ Thursday, August 19, 2004 16:23: Message edited by: *i ]

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum
The Establishment
Member # 6
Profile #5
Kel -- Think you could give everything a numbering system? For instance 1.0, 1.1, etc. for the first category, 2.n for the second and so on down the list. It would make things easier to talk about and vote on.

Should variables be disallowed in the run_imported_script() calls? How will they be handled?

I've always assumed this would be like call_global_state().

[ Thursday, August 19, 2004 16:23: Message edited by: *i ]

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Where should I start designing? in Blades of Exile
The Establishment
Member # 6
Profile #66
If you want to take the time to build something, go ahead. The community can always use duplicates of something in case something falls into the void of cyberspace.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
BoA Editor Suggestions in Blades of Avernum Editor
The Establishment
Member # 6
Profile #86
Spell libraries wouldn't be necessary, but just serve as a way to tell which spells we want a certain monster to use. Of course, this is probably not implementable anyway, so I would put priority as quite low. I suggested it as an alternative to the deny_spell() command which seemed limited.

Kel, think you can modify the set_immunity call such that it reads:

set_immunity(immunity_type, value);

[ Thursday, August 19, 2004 11:28: Message edited by: *i ]

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
BoA Editor Suggestions in Blades of Avernum
The Establishment
Member # 6
Profile #86
Spell libraries wouldn't be necessary, but just serve as a way to tell which spells we want a certain monster to use. Of course, this is probably not implementable anyway, so I would put priority as quite low. I suggested it as an alternative to the deny_spell() command which seemed limited.

Kel, think you can modify the set_immunity call such that it reads:

set_immunity(immunity_type, value);

[ Thursday, August 19, 2004 11:28: Message edited by: *i ]

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
AC3:Retribution at Spidweb, but... in Blades of Exile
The Establishment
Member # 6
Profile #3
The ever so helpful Linda Strout of course.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
BoA Editor Suggestions in Blades of Avernum Editor
The Establishment
Member # 6
Profile #81
More suggestions:

Data storage and Manipulation

vector v1(n)
matrix m1(m,n)


Placed in the variables section. Creates either: a vector array of size (1xn) or a matrix array of size (mxn) to store data. If full matrices are too much, vectors would be fine.

v1(i)
m1(i,j)


Returns the ith component of vector v1 and the i,jth component of matrix m1 respectively.

General Calls

run_imported_state(file_name, state_number);
run_imported_state_continue(file_name, state_number);


Runs state state_number out of file file_name. The former call ends the current call whereas the latter finishes the given call. See set_state() and set_state_continue.

Improved Spellcasting Calls

If we want to suggest something that can modify the way creatures cast spells, why not make it a bit more streamlined.

cr_spell_lib(file_name)
import_spell_lib(file_name)


Placed either in scenario data script for the former and in the INIT_STATE of creature script for the latter. Gives a range or library of acceptable spells to be cast which is stored in a text file like a script. If call is not given, defaults to some default spell library. Use of this call in a creature script clears the current creature's spell library.

add_spell_to_lib(mage_or_priest, which_spell, spell_level, spell_frequency);

Adds spell (mage spell for mage_or_priest = 0, priest spell for mage_or_priest = 1) which_spell at spell level spell_level to the library text file. Monster casts the spell seldomly for spell_frequency = 0, uncommonly for spell_frequency = 1, and commomly otherwise.

I'm not sure if these are implementable or not, but it should be a good way of modulating what spells creatures can cast.

[ Wednesday, August 18, 2004 04:12: Message edited by: *i ]

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
BoA Editor Suggestions in Blades of Avernum
The Establishment
Member # 6
Profile #81
More suggestions:

Data storage and Manipulation

vector v1(n)
matrix m1(m,n)


Placed in the variables section. Creates either: a vector array of size (1xn) or a matrix array of size (mxn) to store data. If full matrices are too much, vectors would be fine.

v1(i)
m1(i,j)


Returns the ith component of vector v1 and the i,jth component of matrix m1 respectively.

General Calls

run_imported_state(file_name, state_number);
run_imported_state_continue(file_name, state_number);


Runs state state_number out of file file_name. The former call ends the current call whereas the latter finishes the given call. See set_state() and set_state_continue.

Improved Spellcasting Calls

If we want to suggest something that can modify the way creatures cast spells, why not make it a bit more streamlined.

cr_spell_lib(file_name)
import_spell_lib(file_name)


Placed either in scenario data script for the former and in the INIT_STATE of creature script for the latter. Gives a range or library of acceptable spells to be cast which is stored in a text file like a script. If call is not given, defaults to some default spell library. Use of this call in a creature script clears the current creature's spell library.

add_spell_to_lib(mage_or_priest, which_spell, spell_level, spell_frequency);

Adds spell (mage spell for mage_or_priest = 0, priest spell for mage_or_priest = 1) which_spell at spell level spell_level to the library text file. Monster casts the spell seldomly for spell_frequency = 0, uncommonly for spell_frequency = 1, and commomly otherwise.

I'm not sure if these are implementable or not, but it should be a good way of modulating what spells creatures can cast.

[ Wednesday, August 18, 2004 04:12: Message edited by: *i ]

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
BoA Editor Suggestions in Blades of Avernum Editor
The Establishment
Member # 6
Profile #80
You could always do something like:

i = 6;
while (i <= 60) {
change_spell_level();
i = i + 1;
}
I can't recall the exact call that changes spell level right now, so I could be wrong on that. Put this in the entry state with each spell you want to omit and you should be fine. Just make sure summoned creatures cannot be casters or place it to run periodically in the START_STATE.

But seriously, the real problem with deny_spell() is it requires engine modification to the coded spellcasting AI. This is very unlikely to happen as it will create version problems among the games.

[ Wednesday, August 18, 2004 03:50: Message edited by: *i ]

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
BoA Editor Suggestions in Blades of Avernum
The Establishment
Member # 6
Profile #80
You could always do something like:

i = 6;
while (i <= 60) {
change_spell_level();
i = i + 1;
}
I can't recall the exact call that changes spell level right now, so I could be wrong on that. Put this in the entry state with each spell you want to omit and you should be fine. Just make sure summoned creatures cannot be casters or place it to run periodically in the START_STATE.

But seriously, the real problem with deny_spell() is it requires engine modification to the coded spellcasting AI. This is very unlikely to happen as it will create version problems among the games.

[ Wednesday, August 18, 2004 03:50: Message edited by: *i ]

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
BoA Editor Suggestions in Blades of Avernum Editor
The Establishment
Member # 6
Profile #76
I'm still not convinced that it is even doable without major engine modification, let alone necessary.

This seems like a MAJOR modification for such a little gain. What will significantly be improved by it? All I see now are periferal things that could be done other ways. Keeping the list reasonable is the only way we have of this being considered.

--------------------
Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00

Pages