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The Bad Get Polling! in Blades of Avernum
Shaper
Member # 7472
Profile Homepage #17
No, the unofficial restriction was that you had to be able to meet them or first-handedly see them in action at least once.

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AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers Meet
Posts: 2686 | Registered: Friday, September 8 2006 07:00
Scripting Category? in Blades of Avernum Editor
Shaper
Member # 7472
Profile Homepage #1
I think you could have a scripting category added. After all, the winner isn't announced November 30th... is it? And scripts are a lot easier to submit, because they don't need a plot, fancy graphics, or a half-way decent villain. They also are a wee bit easier to test.

If you do decide to add it, I'll send in some of my scripts. Mainly because I don't think my scenario will be ready in time for the contest. :(

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AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers MeetFoul Hordes
Posts: 2686 | Registered: Friday, September 8 2006 07:00
Resistance is futile... or is it? in Blades of Avernum
Shaper
Member # 7472
Profile Homepage #2
Unless the party is wearing a Cap of Ultimate Regeneration, which regenerates 2000 health every turn. Actually, that is somewhat the premise behind lifebondnpc... But now I'm rambling.

That said, WOW, that was fast, Lazarus!

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AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers Meet
Posts: 2686 | Registered: Friday, September 8 2006 07:00
Resistance is futile... or is it? in Blades of Avernum
Shaper
Member # 7472
Profile Homepage #0
Here's something shocking I stumbled on: contrary to popular belief, unblockable damage can in fact be blocked. I'll need to do some more testing before I'm sure, but it appears that either very heavy armor or Hardiness can counter the damage done by 'unblockable' damage. The fact that 'unblockable' damage can be deflected comes from god parties, who only take 25% to 50% of the damage, and from TM scenarios, ones that include creatures with high natural armor, which take NO damage.

Just thought you ought to know.

--------------------
Scenarios need reviews! Please rate these scenarios at the CSR after playing them!
AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers Meet
Posts: 2686 | Registered: Friday, September 8 2006 07:00
The Bad Get Polling! in Blades of Avernum
Shaper
Member # 7472
Profile Homepage #12
Considering you never even see him, I decided to omit him from the list. After all, you can't get a true feel for his personality.

EDIT: For the benefit of those who are not members, and thus, cannot view the results, here are how things are going so far.

29 people have voted.

Leading, at 31%, are:
Vahkohs, from Diplomacy With the Dead
Stalker, from A Small Rebellion

In second, coming in at 24%, is:
The Immortal, from Echoes: Renegade

Third place, with 21%, is:
Jaen, from A Small Rebellion

Following at 17% are:
General Trahison, from Canopy: Manufactured Womb
Zenbu/Casimir, from Mad Ambition

14% of the vote has gone to:
Emery J. Bishop, from Canopy: Manufactured Womb
Janok, from Dilecia
Mayanard, from Diplomacy With the Dead
Profanus Pyre, from Echoes: Renegade
Putidus, from Lord Putidus
Arivan, from A Perfect Forest

At a vote of 10% are:
Lich Guy, from The Cave of No Return
Death, from Death at Chapmans

7% of the voters have chosen:
Sabertooth, from Mad Ambition
Ebhert, from A Good Beginning
Duzaki, from Babysitting
Kjellka, from Babysitting
Nolagh-Khar, from Bahssikava
Galthrax, from Bahssikava
Kharprev, from Druids of Krell
Licgan, from Emerald Mountain
Kurojutsu, from Roses of Reckoning
Rentar-Ihrno, from Undead Valley

Bringing up the back of the pack, with 3%, are:
Spiegelbrecher, from Canopy: Manufactured Womb
Kaejil Nyh'yltak, from Backwater Calls
Dalaghant, from Exodus
Nathaganth, from Exodus
Attorosi, from Rats Aplenty
Hana, from Roses of Reckoning
Kiersten, from Xerch'de

And finally, those honorable mentions that have recieved no votes:
'Ravaging Raven' Roger, from A Large Rebellion
Marnok, from Backwater Calls
Valzier, from A Perfect Forest
Polonius, from Magus of Cattalon
Thralni, from Where the Rivers Meet

Phew, that's quite a long list.

[ Monday, October 16, 2006 16:00: Message edited by: Ghouloca ]

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AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers Meet
Posts: 2686 | Registered: Friday, September 8 2006 07:00
NM in General
Shaper
Member # 7472
Profile Homepage #0
Nevermind. This wasn't really related to the boards.

[ Monday, October 16, 2006 17:33: Message edited by: Ghouloca ]
Posts: 2686 | Registered: Friday, September 8 2006 07:00
The Bad Get Polling! in Blades of Avernum
Shaper
Member # 7472
Profile Homepage #10
quote:
Originally written by Emperor Tullegolar:

Did you mean to make that the thread title?
It sounded better then 'Main villain poll.'

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Scenarios need reviews! Please rate these scenarios at the CSR after playing them!
AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers Meet
Posts: 2686 | Registered: Friday, September 8 2006 07:00
The Bad Get Polling! in Blades of Avernum
Shaper
Member # 7472
Profile Homepage #3
Not me. I voted for the following:
Stalker, because he actually tried to do something.Zenbu/Casimir. He's evil, but then again, he's not.Janok, who's insane, yet in a refreshing way.Dalaghant, who's highly charismatic, and somewhat humorous. For a demon, anyway.Arivan, who actually showed some compassion. And then she died.Someone may have voted for Rentar as a joke, though. And it's not too bad. I really had to dig to find at least one main villain from each scenario. Sadly, I didn't find any for VoDT, Z-KR, Nine Variations, HLPM, Artifact Hall, or Dallerdin's Scenario. Of course, a few of these I really didn't expect to find one.

[ Monday, October 16, 2006 08:17: Message edited by: Ghouloca ]

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Scenarios need reviews! Please rate these scenarios at the CSR after playing them!
AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers Meet
Posts: 2686 | Registered: Friday, September 8 2006 07:00
Mac Users: Post Your Dashboard in General
Shaper
Member # 7472
Profile Homepage #19
quote:
Originally written by Tyranicus:

Also, XP Pro's system requirements are the same as XP Home's.
Try telling that to my computer. I don't blame it either, a P2 299 MHz processor and 128 MB Ram is not a lot to work on.

And don't even get me started on my hard drives.

EDIT: Now that's neat. In the Spiderweb Forums wiget in your screenshot, one of my posts is the first one listed. Now, if only it was a half-way decent post.

[ Monday, October 16, 2006 08:00: Message edited by: Ghouloca ]

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I tried to think of something witty to put here.

Needless to say, I failed.
Posts: 2686 | Registered: Friday, September 8 2006 07:00
Mac Users: Post Your Dashboard in General
Shaper
Member # 7472
Profile Homepage #16
Wow, Tyran, You're really a fan of Without a Trace. I'm more interested in NCIS myself.

And I've hit that sound card problem before, too. But I think it has more to do with the fact that this computer is about 11 years old, and by all rights, shouldn't even be running XP, let alone XP Pro.

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I tried to think of something witty to put here.

Needless to say, I failed.
Posts: 2686 | Registered: Friday, September 8 2006 07:00
Happy Birthday to Me in General
Shaper
Member # 7472
Profile Homepage #7
That 'Meat Cake' looks like it's bleeding. Of course, a genuine Avernite might consider that gourmet dining.

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I tried to think of something witty to put here.

Needless to say, I failed.
Posts: 2686 | Registered: Friday, September 8 2006 07:00
Mac Users: Post Your Dashboard in General
Shaper
Member # 7472
Profile Homepage #12
You don't need to reboot Windows XP often, but it's recommended, because things can get a little wierd if you time in 30 or more hours.

Of course, I'm one to talk, considering that my version of XP Pro has been running for a grand total of approximately 400 hours straight (16 days) without a single reboot or shut-down. Having a TVR doesn't help.

[ Monday, October 16, 2006 06:44: Message edited by: Ghouloca ]

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I tried to think of something witty to put here.

Needless to say, I failed.
Posts: 2686 | Registered: Friday, September 8 2006 07:00
The Ties that Bond... in Blades of Avernum Editor
Shaper
Member # 7472
Profile Homepage #5
I can't believe I missed that... Thanks for the help. And the dose of humility.

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AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers MeetFoul Hordes
Posts: 2686 | Registered: Friday, September 8 2006 07:00
The Bad Get Polling! in Blades of Avernum
Shaper
Member # 7472
Profile Homepage #0
Who are your favorite main villains?

Poll Information
This poll contains 1 question(s). 45 user(s) have voted.
You may not view the results of this poll without voting.

function launch_voter () { launch_window("http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=poll;d=vote;pollid=fNRhiEsKlwyq"); return true; } // end launch_voter function launch_viewer () { launch_window("http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=poll;d=view;pollid=fNRhiEsKlwyq"); return true; } // end launch_viewer function launch_window (url) { preview = window.open( url, "preview", "width=550,height=300,toolbar=no,location=no,directories=no,status,menubar=no,scrollbars,resizable,copyhistory=no" ); window.preview.focus(); return preview; } // end launch_window IMAGE(votenow.gif)     IMAGE(voteresults.gif)

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Scenarios need reviews! Please rate these scenarios at the CSR after playing them!
AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers Meet
Posts: 2686 | Registered: Friday, September 8 2006 07:00
The Ties that Bond... in Blades of Avernum Editor
Shaper
Member # 7472
Profile Homepage #2
Here's line 407 and some related code:
if ((updatespeed == 1) || (get_health(lifebond) - 5 < 0) || (get_health(ME) + 5 > get_max_health(ME))
|| ((i + 5 > get_memory_cell(7)) && (get_memory_cell(7) != 0)))) {
change_char_health(ME,1);
change_char_health(lifebond,-1);
i = i + 1; }
else if ((updatespeed == 5) || (get_health(lifebond) - 10 < 0)
|| (get_health(ME) + 10 > get_max_health(ME))
|| ((i + 10 > get_memory_cell(7)) && (get_memory_cell(7) != 0)))) {
change_char_health(ME,5);
change_char_health(lifebond,-5);
i = i + 5; }
else {
change_char_health(ME,10);
change_char_health(lifebond,-10);
i = i + 10; }
if (i / updatespeed == m) {
force_instant_terrain_redraw();
m = m + 1; }
EDIT: I don't know what's going on, but when I tried to copy a small piece from the above script, the whole thing came out as one BIG line. :confused:

[ Sunday, October 15, 2006 16:39: Message edited by: Ghouloca ]

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Scenarios need reviews! Please rate these scenarios at the CSR after playing them!
AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers MeetFoul Hordes
Posts: 2686 | Registered: Friday, September 8 2006 07:00
Blades of Avernum support forum +hints and tips in General
Shaper
Member # 7472
Profile Homepage #1
1.) This topic belongs in the Blades of Avernum Forum, Blademaster69.
2.) The Blades of Avernum Forum exists for this very reason.

[ Sunday, October 15, 2006 15:39: Message edited by: Ghouloca ]

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I tried to think of something witty to put here.

Needless to say, I failed.
Posts: 2686 | Registered: Friday, September 8 2006 07:00
No Harm Done: The Question of Morality in General
Shaper
Member # 7472
Profile Homepage #34
Speaking of which, I thought up a new name for this topic.

Plenty of Harm Done: How the People of the Spiderweb Forums Will Mercilessly Butcher Your Article to the Point that You Won't Even Want to Release It to the Public. :P

I'm so clever. :D

--------------------
I tried to think of something witty to put here.

Needless to say, I failed.
Posts: 2686 | Registered: Friday, September 8 2006 07:00
The Ties that Bond... in Blades of Avernum Editor
Shaper
Member # 7472
Profile Homepage #0
I'm getting a 'Improper Command on Line 407' message. I looked that part of the script (lifebondnpc) over, but can't find anything that could be causing it. Any ideas?

// lifebondnpc.txt
// by Nioca

// This script behaves just like elitenpc, except that when it
// first is attacked, it forms a Lifebond with a nearby creature.
// Then, whenever the creature is injured, it heals itself using
// the bonded creatures spell energy and health.

// If a bonded creature's health is drained to 0, the creature is
// killed, and the creature who drained it gets an extra 50 HP.

// The extra item for creature cell has been replaced with the
// max drain cell. This prevents creatures with large amounts
// of health from becoming virtually invulnerable, and doesn't
// put the victim at too steep a disadvantage.

// If the bonded creature moves to a distance of more then 10 spaces
// away OR moves to a space where the draining creature can't see it,
// the bond is broken.

// Memory Cells:
// Cell 0 - How creature moves.
// 0 - Wander randomly.
// 1 - Stands still until a target appears.
// 2 - Completely immobile, even if target appears.
// Cell 1,2 - Stuff to do when killed. If both are zero, ignored.
// 0-299,0-29 - Set a flag to one when killed.
// 310-400,0-1 - Calls a state when killed. The state called is equal to
// the number in cell 1, minus 300. If cell 2 is set to 0, calls a
// state in the current town script. If set to 1, calls a state in
// the scenario script.
// Cell 3 - Dialogue node to start with if talked to. if left at 0, this
// character doesn't talk.
// Cell 4 - Level boost. When the creature is initialized, it's level will
// be the base level for that creature type plus this number.
// Cell 5 - Special Ability. When the creature is initialized, it will
// receive the special ability specified in this cell. Valid
// abilities to choose from are listed below.
// 0 - No ability/Default ability.
// 1 - Melee attack poisons target.
// 2 - Fires a ray that curses and weakens the target.
// 3 - Petrification. Has a chance of turning the target to stone.
// 4 - Melee attack slows target.
// 5 - Throws webs at the target. Has a maximum range of 4.
// 6 - Melee attack diseases target.
// 7 - Fires charm ray at target.
// 8 - Melee attack puts target to sleep.
// 9 - Fires sleep ray at target.
// 10 - Melee attack paralyzes target.
// 11 - Fires paralysis ray at target.
// 12 - Melee attack covers target with acid.
// 13 - Fires dumbfounding/spell point draining ray at target.
// 14 - Fires confusion ray at target.
// 15 - Fires terrify/enfeeble ray at target.
// 16 - Throws rocks, which do a fair amount of damage.
// 17 - Breathes fire at target.
// 18 - Breathes cold at target.
// 19 - Breathes acid at target.
// 20 - Melee attack does extra fire damage.
// 21 - Melee attack does extra cold damage.
// 22 - Melee attack drains experience.
// 23 - Melee attack does extra cold damage and drains experience.
// 24 - Creature is invisible. Can only be hit by melee attacks.
// 26 - Radiates a fire field.
// 27 - Radiates a cold field.
// 28 - Radiates an antimagic field.
// 29 - Divides in two when struck.
// 30 - Fires a fire ray at target.
// 32 - Fires an energy ray (magic damage) at target.
// 33 - Breathes darkness (damage + enfeeblement)
// 34 - Throws spines at target. Does good damage and paralyzes.
// 35 - Creates forcecage around target.
// 36 - Melee attack webs target.
// 37 - Radiates a sleep cloud.
// 38 - Radiates a stinking cloud.
// 39 - Radiates a blade field.
// Cell 6 - Sets the creature strategy.
// 0 - Act normally.
// 1 - Fire missiles or use innate special ability.
// 2 - Cast spells.
// 3 - Use items in inventory.
// Cell 7 - Maximum amount of SP/Health to drain in one turn.
// Cell 8 - Permanent status for creature.
// 0 - None.
// 1 - Poisoned.
// 2 - Blessed.
// 3 - Shielded.
// 4 - Hasted.
// 5 - Invulnerable.
// 6 - Magic Resistant.
// 7 - Webbed.
// 8 - Diseased.
// 9 - Charmed.
// 10 - Berserk.
// 11 - Asleep.
// 12 - Paralysed.
// 13 - Acidified.
// 14 - Dumbfounded.
// 15 - Sanctuary.
// 16 - Martyr's Shield.
// 17 - Divinely Touched.
// 18 - Resistant.
// 19 - Confused.
// 20 – Enlightened. This status is only used for special encounters.
// 21 - Terrified.
// 22 - Enfeebled.
// 23 - Regenerating.
// 24 - Nimble Fingers.
// 25 - Featherfall.
// 26 - Flying.
// 27 - Safe Travel.
// 28 - Hovering Feet.
// 29 - Drunk.
// 30 - Force Caged.
// 31 - Fleeing.
// 32 - Cursed.
// 33 - Weakened.
// 34 - Slowed.
// Cell 9 - Sniper mode. If this is set to 1, the creature will scan every
// turn for a new target. This is most useful for archers or spellcasters.

begincreaturescript;

variables;

short i,target,r,m,t,rand;
short scan;
short melee_or_missile;
short lifebond = -1;
short lastdrain;
short updatespeed;
string bondalert;

body;

beginstate INIT_STATE;

// Melee_or_missile checks whether the creature is a melee or missile combatant.
// This is important when scanning for targets.
if ((item_type_in_slot(my_number(),2) > 0) || (get_stat(ME,11) > 0)
|| (get_stat(ME,12) > 3))
melee_or_missile = 1;

// This is so the crature doesn't drain twice in one turn.
lastdrain = get_current_tick();

// Update speed.
if ((get_level(my_number()) > 0) && (get_level(my_number()) < 6))
updatespeed = 1;
if ((get_level(my_number()) > 5) && (get_level(my_number()) < 16))
updatespeed = 5;
if ((get_level(my_number()) > 15) && (get_level(my_number()) < 26))
updatespeed = 10;
if ((get_level(my_number()) > 25) && (get_level(my_number()) < 36))
updatespeed = 30;
if ((get_level(my_number()) > 35) && (get_level(my_number()) < 51))
updatespeed = 50;
if ((get_level(my_number()) > 50) && (get_level(my_number()) < 71))
updatespeed = 100;
if ((get_level(my_number()) > 70) && (get_level(my_number()) < 91))
updatespeed = 300;
if (get_level(my_number()) > 90)
updatespeed = 500;

// Now we set some important characteristics about myself.

// Can I move?
if (get_memory_cell(0) == 2)
set_mobility(ME,0);

// Do I recieve a level bonus?
set_level(ME,get_level(my_number()) + get_memory_cell(4));

// Do I get a special ability?
if (get_memory_cell(5) > 0)
set_special_ability(ME,get_memory_cell(5));

// Do I get a bonus item?
if (get_memory_cell(7) > 0)
char_give_item(ME,get_memory_cell(7));

// Activate my permanent status, if I have one.
if (get_memory_cell(8) > 0) {
if (get_memory_cell(8) < 32)
set_char_status(ME,get_memory_cell(8) - 1,250,1,0);
if (get_memory_cell(8) == 33)
set_char_status(ME,1,-250,1,0);
if (get_memory_cell(8) == 34)
set_char_status(ME,2,-250,1,0);
if (get_memory_cell(8) == 35)
set_char_status(ME,3,-250,1,0);
}

break;

beginstate DEAD_STATE;

// What should happen when I die?
// If cells 1 and 2 are 0, nothing.
if (get_memory_cell(1) + get_memory_cell(2) == 0)
end();

// If cell 1 is less than 300, set a flag to 1.
if (get_memory_cell(1) < 300) {
set_flag(get_memory_cell(get_memory_cell(1),get_memory_cell(2),1)
end(); }

// If cell 1 is a value between 310 and 400, call a state.
if ((get_memory_cell(1) > 309) && (get_memory_cell(1) < 401)) {
if (get_memory_cell(2) == 1)
run_scenario_script(get_memory_cell(1));
else run_town_script(get_memory_cell(1));
end(); }

break;

beginstate START_STATE;

// Sustain my permanent status, if I have one.
if (get_memory_cell(8) > 0) {
if (get_memory_cell(8) < 32)
set_char_status(ME,get_memory_cell(8) - 1,250,1,0);
if (get_memory_cell(8) == 33)
set_char_status(ME,1,-250,1,0);
if (get_memory_cell(8) == 34)
set_char_status(ME,2,-250,1,0);
if (get_memory_cell(8) == 35)
set_char_status(ME,3,-250,1,0);
}

// Has one of my comrades found a target?
if ((my_current_message() == 1) && (dist_to_party() < 18)) {
alert_char(ME); }

// If I have a target for some reason, go attack it
if (target_ok()) {
if (dist_to_char(get_target()) <= 16) {
scan = get_current_tick();
broadcast_char_message(8,1,1);
set_state(3); }
else set_target(ME,-1);
}

// Have I been hit by nearby living creature? Strike back!
if (who_hit_me() >= 0) {
if (dist_to_char(who_hit_me()) <= 2 && char_ok(who_hit_me()) == TRUE) {
set_target(ME,who_hit_me());
scan = get_current_tick();
broadcast_char_message(8,1,1);
set_state(3);
}
}

// If no one close, we defend ourselves against ranged attackers.
if (who_hit_me() >= 0) {
// Target may have been killed since it struck.
if (char_ok(who_hit_me()) == TRUE) {
set_target(ME,who_hit_me());
scan = get_current_tick();
broadcast_char_message(8,1,1);
set_state(3);
}
}

// Start looking for a target.

if (melee_or_missile == 0) {
r = 1;
while (r < 8) {
select_target(ME,r,2);
if (target_ok() == FALSE)
select_target(ME,r,1);
if (target_ok() == FALSE)
select_target(ME,r,0);
if (target_ok()) {
scan = get_current_tick();
broadcast_char_message(8,1,1);
set_state(3); }
r = r + 2; }
}
if (melee_or_missile == 1) {
select_target(ME,8,2);
if (target_ok() == FALSE)
select_target(ME,8,1);
if (target_ok() == FALSE)
select_target(ME,8,0);
if (target_ok()) {
scan = get_current_tick();
broadcast_char_message(8,1,1);
set_state(3); }
}

// Finally, if I've been hit, but can't find a target, we hunt
// down the attacker. (This undermines a popular strategy of
// hasting an archer, having him fire into the room, and then
// stepping back out so that the creature won't fight back.)
if (who_hit_me() >= 0) {
// Attacker may have been killed since it struck.
if (char_ok(who_hit_me()) == TRUE) {
approach_char(ME,who_hit_me(),0); }
}


// 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,45);
}

// 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

// Sustain my permanent status, if I have one.
if (get_memory_cell(8) > 0) {
if (get_memory_cell(8) < 32)
set_char_status(ME,get_memory_cell(8) - 1,250,1,0);
if (get_memory_cell(8) == 33)
set_char_status(ME,1,-250,1,0);
if (get_memory_cell(8) == 34)
set_char_status(ME,2,-250,1,0);
if (get_memory_cell(8) == 35)
set_char_status(ME,3,-250,1,0);
}

// Is my bond valid?
if (lifebond != -1) {
if ((dist_to_char(lifebond) > 10) || (can_see_char(lifebond) == 0)
|| (char_ok(lifebond) == 0)) {
clear_buffer();
append_char_name(ME);
append_string("'s Lifebond with ");
append_char_name(lifebond);
append_string(" was broken!");
get_buffer_text(bondalert);
print_str_color(bondalert,4);
lifebond = -1; }
}

// If I'm not bonded to any creature, find one
// and create a Lifebond with it.
while ((lifebond == -1) && (enemies_nearby(10) > 0)) {
rand = get_ran(1,0,120);
if (char_ok(rand)) {
if ((dist_to_char(rand) < 11)
&& (can_see_char(rand) == 1) && (char_attitude_to_char(ME,rand) == 2)) {
lifebond = rand;
// Some zaps were here, but I removed them for your sanity.
put_sparkles_on_char(ME,4,4);
put_sparkles_on_char(lifebond,7,4);
clear_buffer();
append_char_name(ME);
append_string(" formed a Lifebond with ");
append_char_name(lifebond);
append_string("!");
get_buffer_text(bondalert);
print_str_color(bondalert,3);
run_animation_sound(171); }
}
}

// If I'm injured, start draining!
if ((lifebond > -1) && (tick_difference(get_current_tick(),lastdrain) != 0)
&& (get_health(ME) < get_max_health(ME))) {
i = 0;
m = 1;
set_character_pose(ME,1);
force_instant_terrain_redraw();
lastdrain = get_current_tick();
while ((get_health(ME) < get_max_health(ME)) && (char_ok(lifebond) == 1)
&& ((i < get_memory_cell(7)) || (get_memory_cell(7) == 0))) {
if (get_health(lifebond) == 0) {
change_char_health(ME,50);
force_instant_terrain_redraw();
put_sparkles_on_char(ME,4,4);
put_sparkles_on_char(lifebond,7,4);
clear_buffer();
append_char_name(ME);
append_string(" drains ");
append_char_name(lifebond);
append_string("'s health!");
get_buffer_text(bondalert);
print_str_color(bondalert,1);
clear_buffer();
append_char_name(ME);
append_string(" is healed for ");
append_number(i + 50);
append_string(".");
get_buffer_text(bondalert);
print_str(bondalert);
run_animation_sound(171);
kill_char(lifebond,2,0); }
else {
// If the line information was correct, the problem is somewhere in here.
if ((updatespeed == 1) || (get_health(lifebond) - 5 < 0)
|| (get_health(ME) + 5 > get_max_health(ME))
|| ((i + 5 > get_memory_cell(7)) && (get_memory_cell(7) != 0)))) {
change_char_health(ME,1);
change_char_health(lifebond,-1);
i = i + 1; }
else if ((updatespeed == 5) || (get_health(lifebond) - 10 < 0)
|| (get_health(ME) + 10 > get_max_health(ME))
|| ((i + 10 > get_memory_cell(7)) && (get_memory_cell(7) != 0)))) {
change_char_health(ME,5);
change_char_health(lifebond,-5);
i = i + 5; }
else {
change_char_health(ME,10);
change_char_health(lifebond,-10);
i = i + 10; }
if (i / updatespeed == m) {
force_instant_terrain_redraw();
m = m + 1; }
}
}
if (char_ok(lifebond) == 1) {
put_sparkles_on_char(ME,4,4);
put_sparkles_on_char(lifebond,7,4);
clear_buffer();
append_char_name(ME);
append_string(" drains ");
append_char_name(lifebond);
append_string("'s health!");
get_buffer_text(bondalert);
print_str_color(bondalert,1);
clear_buffer();
append_char_name(ME);
append_string(" is healed for ");
append_number(i);
append_string(".");
get_buffer_text(bondalert);
print_str(bondalert);
run_animation_sound(171);
set_character_pose(ME,0);
force_instant_terrain_redraw(); }
}



// Should I scan for a new target?
if ((tick_difference(scan,get_current_tick()) > 3) || (get_memory_cell(9) > 0)) {
if (melee_or_missile == 0) {
select_target(ME,1,2);
if (target_ok() == FALSE)
select_target(ME,1,1);
if (target_ok() == FALSE)
select_target(ME,1,0);
}
}
if (melee_or_missile == 1) {
select_target(ME,8,2);
if (target_ok() == FALSE)
select_target(ME,8,1);
if (target_ok() == FALSE)
select_target(ME,8,0);
}

// Is my current target ok?
if (target_ok() == FALSE) {
// Do I have another target nearby?
select_target(ME,2,2);
if (target_ok() == FALSE)
select_target(ME,2,1);
if (target_ok() == FALSE)
select_target(ME,2,0);
// If I don't, go back to the start state.
if (target_ok())
set_state(START_STATE);
else scan = get_current_tick();
}
do_attack_tactic(get_memory_cell(6));

break;

beginstate TALKING_STATE;

if (get_memory_cell(3) > 0)
begin_talk_mode(get_memory_cell(3));
else print_str("Talking: It doesn't respond.");

break;
EDIT: I make my posts nice and stretchy. :)

[ Sunday, October 15, 2006 08:23: Message edited by: HalloweeNioca ]

--------------------
Scenarios need reviews! Please rate these scenarios at the CSR after playing them!
AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers MeetFoul Hordes
Posts: 2686 | Registered: Friday, September 8 2006 07:00
No Harm Done: The Question of Morality in General
Shaper
Member # 7472
Profile Homepage #31
Careful, Stuff Do-er. With all of these changes you're making to your article, it would be easy to lose the original point. Let the opinions of others sway you, but don't let them topple you over.

Just a thought.

--------------------
I tried to think of something witty to put here.

Needless to say, I failed.
Posts: 2686 | Registered: Friday, September 8 2006 07:00
What's your opinion... in Blades of Avernum
Shaper
Member # 7472
Profile Homepage #51
I couldn't think of any other combination that would be better suited for that analogy. Besides, I came up with that on the fly.

--------------------
I tried to think of something witty to put here.

Needless to say, I failed.
Posts: 2686 | Registered: Friday, September 8 2006 07:00
A1: Movement Speed in The Avernum Trilogy
Shaper
Member # 7472
Profile Homepage #6
Nope. You just have to guess how much health your enemy has left. This is more realistic, but also rather annoying and, at times, a little nerve-wracking.

Avernum was the first game to use the 'Avernum' engine, so there are a lot of little imperfections and blemishes.

--------------------
Scenarios need reviews! Please rate these scenarios at the CSR after playing them!
AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers Meet
Posts: 2686 | Registered: Friday, September 8 2006 07:00
No Harm Done: The Question of Morality in General
Shaper
Member # 7472
Profile Homepage #17
I meant that even fools have the right of free speech. When it comes down to it, aren't we all fools?

--------------------
I tried to think of something witty to put here.

Needless to say, I failed.
Posts: 2686 | Registered: Friday, September 8 2006 07:00
What's your opinion... in Blades of Avernum
Shaper
Member # 7472
Profile Homepage #49
Thanks, Milu. Also, I just realized where some of this confusion is originating from: I didn't state the level range for this scenario. This is a very high level scenario, for parties leveled between 60 and 70.

EDIT: Something interesting I just noticed:
quote:
Originally written by Milu:

Whether [life] is interesting depends not only on [you] but also on what else there is, unless [life is] unwinnable.
:cool:

[ Saturday, October 14, 2006 15:12: Message edited by: Nioca ]

--------------------
Scenarios need reviews! Please rate these scenarios at the CSR after playing them!
AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers Meet
Posts: 2686 | Registered: Friday, September 8 2006 07:00
No Harm Done: The Question of Morality in General
Shaper
Member # 7472
Profile Homepage #15
quote:
Originally written by The Almighty Do-er of Stuff:

So fools do not have as much of a right to speak their minds as everyone else? Who decides who is a fool and who is not?
I never said that, I never will say that, and I've never even thought that. Fools have as much right to free speech as anybody else.

quote:
Originally written by Dikiyoga:

The only thing I would like to point out (for now--I'm still pondering the article) is that, whether logical or not, some people find certain words offensive. Hearing those words would be harmful to those people in the sense that it makes them uncomfortable. So swearing shouldn't automatically be okay everywhere. There's a difference between swearing occasionally and swearing at least twice every sentence. There's a difference between swearing around your friends at home and swearing at a busy restaurant. (As I am a person who is bothered by profanity, I don't buy your argument that people "choose" to be offended. If I were at a restaurant and I could overhear the people at the next table swearing constantly, it would bother me. I might even develop a headache if it continued long enough. I can't change that.)
I had a friend for a while that had no qualms about swearing. Not major swearing or prejudice, just your ordinary, everyday swear words. And when you're friends with someone like that, you learn to adjust very quickly. But otherwise, agreed.

By the way, did you mean to triple-post? Because intentionally double-posting is against the Code of Conduct, so I'd imagine intentionally triple-posting would be too.

[ Saturday, October 14, 2006 14:28: Message edited by: Nioca ]

--------------------
I tried to think of something witty to put here.

Needless to say, I failed.
Posts: 2686 | Registered: Friday, September 8 2006 07:00
Debug Doesn't Work in Blades of Avernum Editor
Shaper
Member # 7472
Profile Homepage #5
Actually, you miss out on the best features of debug mode. Walking through walls, for example, or bring able to kill everything at the press of a couple buttons.

That said, I don't abuse these features at all. ;)

--------------------
I tried to think of something witty to put here.

Needless to say, I failed.
Posts: 2686 | Registered: Friday, September 8 2006 07:00

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