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Debug Doesn't Work in Blades of Avernum Editor
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Profile Homepage #9
Okay, thanks Thuryl.

EDIT: Hah… I just noticed the "PM" part of that message. Oh well.

[ Monday, October 16, 2006 10:54: Message edited by: Nemesis ]

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
The Bad Get Polling! in Blades of Avernum
Lifecrafter
Member # 7538
Profile Homepage #7
Hey Nioca, I think you left out Lord Putidus.

EDIT: Okay, nevermind, I'm just going blind.

[ Monday, October 16, 2006 10:18: Message edited by: Nemesis ]

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Debug Doesn't Work in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #7
Alright, if you have Mac, go ahead.

FiveIronCaddy488 (at) sbcglobal (dot) net

[ Sunday, October 15, 2006 11:01: Message edited by: Nemesis ]

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Debug Doesn't Work in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #2
Ugh… me and my ancient mac. I feel like I'm trying to program a rock to do calculus.

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Debug Doesn't Work in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #0
I tried putting the command turn_on_debug_mode and the game kept giving me an unknown command message. So I checked the bugs page and found out why it was doing that. I clicked the link it gave me for the debug software, but it just sent me back to Scenario Workshop.

Could someone either tell me what the software's called or give me the link? Thanks.

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Copyrights?? in Blades of Avernum
Lifecrafter
Member # 7538
Profile Homepage #0
Yet another question from the ever-inquisitive Nemesis. Sorry I don't know more.

When making a scenario, what are the laws regarding copyrights? For example, if I used pictures or references that someone else came up with (excluding Spiderweb stuff), would I get in legal trouble? Kind of has me wondering if I need to scrap some ideas. Thanks in advance.

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Scripting Problems in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #18
Alright, here it is. Warning: May contain cheater tips, for if I should ever finish the scenario.

// SCENARIO SCRIPT

// This is the special script for your entire scenario. It contains
// special encounters and code accessable from anywhere in the scenario. it also
// contains the code that initializes important special things in the
// scenario (like shops and names and descriptions of special items).

// You can create your own states, but you should give all of them numbers greater than
// or equal to 10.

beginscenarioscript;

variables;

int i,j,k,lvl,choice,gamble,user;

body;

// This is the state that is called every time the scenario is loaded,
// even when a save file in the scenario is loaded. Some things that should go here:
// Names and descriptions of special items.
// Names and effects of custom special abilities.
beginstate LOAD_SCEN_STATE;

//SPECIAL ABILITIES
init_special_abil(0,"Invoke Spell",12);

break;

// This is the state that is called only once at the very beginning of
// the scenario. Some things that should go here:
// The stuff in shops.
// Creating horses and boats.
beginstate START_SCEN_STATE;

//SHOPS
// Shop 0 - armor
add_item_to_shop(0,25,25);
add_item_to_shop(0,26,20);
add_item_to_shop(0,30,20);
add_item_to_shop(0,31,10);
add_item_to_shop(0,35,10);
add_item_to_shop(0,121,15);
add_item_to_shop(0,122,15);
add_item_to_shop(0,126,3);
add_item_to_shop(0,131,2);
add_item_to_shop(0,111,15);
add_item_to_shop(0,16,10);
add_item_to_shop(0,136,10);
add_item_to_shop(0,137,10);
add_item_to_shop(0,141,5);

// Shop 1 - weapons
add_item_to_shop(1,45,25);
add_item_to_shop(1,46,20);
add_item_to_shop(1,50,15);
add_item_to_shop(1,51,10);
add_item_to_shop(1,55,5);
add_item_to_shop(1,65,20);
add_item_to_shop(1,66,10);
add_item_to_shop(1,70,5);

// Shop 2 - tools
add_item_to_shop(2,170,500);
add_item_to_shop(2,171,500);
add_item_to_shop(2,172,30);
add_item_to_shop(2,174,500);
add_item_to_shop(2,164,500);
add_item_to_shop(2,177,500);

// Shop 3 - missiles
add_item_to_shop(3,85,500);
add_item_to_shop(3,86,10);
add_item_to_shop(3,90,10);
add_item_to_shop(3,95,3);
add_item_to_shop(3,100,20);
add_item_to_shop(3,101,10);
add_item_to_shop(3,105,10);

// Shop 4 - potions
add_item_to_shop(4,220,4);
add_item_to_shop(4,221,3);
add_item_to_shop(4,222,3);
add_item_to_shop(4,223,2);

// Shop 5 - food
add_item_to_shop(5,4,500);
add_item_to_shop(5,6,500);
add_item_to_shop(5,7,500);
add_item_to_shop(5,10,500);
add_item_to_shop(5,11,500);
add_item_to_shop(5,12,500);

// Shop 6 - Pronto
add_item_to_shop(6,101,500)
add_item_to_shop(6,102,500)
add_item_to_shop(6,106,500)
add_item_to_shop(6,107,500)
add_item_to_shop(6,109,500)
add_item_to_shop(6,175,500)
add_item_to_shop(6,178,500)
add_item_to_shop(6,220,500)
add_item_to_shop(6,221,500)
add_item_to_shop(6,223,500)
add_item_to_shop(6,241,500)

//BOATS
create_boat(0,1,4,17,0)
create_boat(1,1,4,13,1)
create_boat(2,1,11,4,1)

change_custom_abil_uses(0,0,1);
change_custom_abil_uses(1,0,1);
change_custom_abil_uses(2,0,1);
change_custom_abil_uses(3,0,1);

break;

// This state is called every tick wherever the party is in the scenario.
// You can use the set_state
beginstate START_STATE;

break;

// Place your own states below. Give each a number at least 10.
beginstate 10;//leave
break;

beginstate 11;//exit scen
break;

beginstate 12;//invoke spell
change_custom_abil_uses(who_used_custom_abil(),0,1);
get_text_response("What spell do you want to invoke?");

check_text_response_match("Faux Pas");
if (got_text_match()) {
run_animation_sound(113);
begin_shop_mode("Faux Pas","This convenient little shop just showed up when you called. However, convenience comes with a price.",5,6,-1);
end();
}

check_text_response_match("Pronto");
if (got_text_match()) {
run_animation_sound(113);
begin_shop_mode("Pronto","This convenient little shop just showed up when you called. However, convenience comes with a price.",6,6,0);
end();
}

check_text_response_match("Kiss Me");
if (got_text_match()) {
run_animation_sound(35);
force_status_nearby(250,1,8,1);//charm adjacent enemies
print_str_color("How sweet.",3);
end();
}

check_text_response_match("Gamble");
if (got_text_match()) {
gamble = get_ran(1,-1000,1000);
change_coins(gamble);
if gamble > 0 {
run_animation_sound(39);
print_str_color("You gain some coins.",4);
end();
}
if gamble < 0 {
run_animation_sound(38);
print_str_color("You lose some coins.",4);
end();
}
if gamble == 0
print_str_color("You don't gain or lose anything.",4);
end();
}

check_text_response_match("Psycheup");
if (got_text_match()) {
user = who_used_custom_abil();
if(get_energy(user) >= 50) {
change_char_energy(user,-50);
run_animation_sound(60);
put_sparkles_on_char(0,6,0);
put_sparkles_on_char(1,6,0);
put_sparkles_on_char(2,6,0);
put_sparkles_on_char(3,6,0);
set_party_status(1,255,0);
set_party_status(2,255,0);
set_party_status(3,255,0);
set_party_status(5,255,0);
set_party_status(15,255,0);
set_party_status(16,255,0);
set_party_status(17,255,0);
set_party_status(22,255,0);
set_party_status(27,255,0);
print_str_color("Get PSYCHED!",2);
end();
}
else print_str_color("Not enough MP.",2);
end();
}
break;
Also, since I went ahead and posted the whole scenario script, I'm open to suggestions as far as recommended changes, whether it's because I did something else wrong and just don't know it yet (quite likely) or if I made anything cheap. Bear in mind, use of the custom ability "Invoke Spell" is based upon prior knowledge of the existance of the "magic words", so to speak. Just let me know if I'm being too cheap or whatever.

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Scripting Problems in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #16
I've been using Bahssikava and Canopy as references for it, but sometimes I have trouble discerning between the stuff that I need and the stuff that I don't.

If it helps, I can post the codes I've tried writing out…

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Scripting Problems in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #14
Alright then, if I want to give the ability at the beginning of the scenario, where do I put change_custom_abil_uses? I've tried putting it in LOAD_STATE, START_STATE, and START_SCEN_STATE, as well as in the numbered state where I defined the ability. I still can't figure out how to get it to work.

[ Sunday, October 08, 2006 13:36: Message edited by: Nemesis ]

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Scripting Problems in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #11
Oh right… thanks.

Anyway… yeah, more questions, because I'm just so clueless. The first one is about animated graphics. I've got custom terrain design down, but when I put animated graphics in the scenario (even premade graphics) they don't move.

The other question might be more complicated. I'm trying to initialize custom special abilities. I feel like I have it down, except for one problem: the button doesn't appear in the special abilities window.

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Scripting Problems in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #9
Okay cool. Know where I can get it?

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Scripting Problems in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #7
Okay, the variables problem is solved, I think. At least, it's leaving me alone right now. Just to make sure, is the variable 'dam' one of those reserved for another purpose?

As for the line counts, well, I have to count them manually, because I'm using Simple Text for Mac. I'd get one of the text editors you guys recommended, but they won't run on my computer. (It's OS 9.1) So yeah, I basically need a new computer, or at least an upgrade eventually. Until then, things will just take forever and be inconvenient.

[ Friday, October 06, 2006 08:16: Message edited by: Nemesis ]

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Scripting Problems in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #0
I'm having some trouble with scripting. A couple of problems, at the moment. The first one is something that I've really been working around. I'll put a party in my scenario to check if there are script problems (which there often are) and it gives me an error message for a specific line. I'll quit and go check the script that it tells me to check, on the line it gives me. I count them and recount them, but for some reason, sometimes it's not accurate. I have to find the problem on my own. Then, just to make sure, I count what line it was on. Sure enough, it's not the one the game told me. I'm wondering if I'm just not counting the way it does.

The other problem is with variables. I tried to apply some in to the variables section of the dialogue script, the town script, and even the scenario script. When I put a party in, it says that the word I use is an unknown command.

Anyone know what to do?

[ Tuesday, October 10, 2006 15:20: Message edited by: Nemesis ]

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Name me! in Blades of Avernum
Lifecrafter
Member # 7538
Profile Homepage #5
AD&D calls that a Carrion Crawler. Not sure if that's what you're looking for though.

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Preferred Story Types in Blades of Avernum
Lifecrafter
Member # 7538
Profile Homepage #16
Hmm… this is interesting. I honestly expected to see more fans of scenarios that were based on Avernum sidequests and such.

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
BoA Database in Blades of Avernum
Lifecrafter
Member # 7538
Profile Homepage #11
Okay. RA, CV, and PG still aren't working for me, but I wouldn't worry, because like I said, my computer is trash.

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Helpful Scenario Tips... in Blades of Avernum
Lifecrafter
Member # 7538
Profile Homepage #9
Some more generally good rules:

-Make sure all of your quests can be completed.
-If the party is promised a reward for completing a mission, give it to them. (Mayor DeBry, Dharmon, Avernum 1 :mad: )
-If the party is NOT given a promised reward, give them a means to rightfully *DECIMATE* the jerk who lied to them.

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Special Item Problem in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #19
Alright, I'll give you the scripts for finding the key again and for opening the door.

beginstate 11;//enter the door? (ln100)
if (get_flag(0,1) == 1)
end();
message_dialog("This door won't budge. After several tries, you realize that you may actually have to use a key for the door to be opened. How… unlike you.","");
if (has_special_item(0)) {
message_dialog("You try the key you found behind the house. The door swings open on its own accord, as if by magic.","");
play_sound(58);
flip_terrain(32,32);
set_flag(0,1,1);
}
break;

beginstate 12;//find spare key
if (get_flag(0,2) == 1)
end();
message_dialog("You find a key. Thinking it might be useful for something, you pick it up.","");
change_spec_item(0,1);
set_flag(0,2,1);
break;


--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
BoA Database in Blades of Avernum
Lifecrafter
Member # 7538
Profile Homepage #8
Take a look at Rats Aplenty, too. Might be my dumb, stoneage computer, but it just downloads and doesn't unzip.

EDIT: Crescent Valley and Proving Grounds are giving me "Unknown Zip Header Format" notices too.

EDIT (again): Oh yeah. And the Artifacts Hall is just giving me a 401-Page Not Found message.

[ Sunday, October 01, 2006 12:16: Message edited by: Nemesis ]

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Helpful Scenario Tips... in Blades of Avernum
Lifecrafter
Member # 7538
Profile Homepage #7
quote:
Spelling: A scenario's best friend.
Grammar: A scenario's second best friend.
Seconded. Spelling and grammatical errors are the #1 killer of any good story. BoA scenarios are by no means an exception.

Rules of thumb regarding certain scenarios:
-"Want" has no apostrophe before the "t".
-"Crescent" has a second "c" in it.
-"Vegneance", unless it's another word for veganism, is not a word at all.
-Commas are your friend, but so is other punctuation.

Another good rule: Try not to sway from the original idea behind your story. Give it a plot, and stick to it.

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Special Item Problem in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #16
quote:
Originally written by Ephesos:

Um... I think I know what's going on. If you've been using the same save game file to test the item each time, make a new one. Granted, this would mean a bit of extra work to get back to wherever the item in question it, but it should make the key show up. This happened to me once or twice in testing my stuff... had to leave some testing shortcuts embedded in early versions so I could skip around a bit.
If you mean that I should have my test party exit the scenario when I change it, that's what I do already. It's just a practice scenario for me, so I just made it one town (a house, really) that's easily accessible.

Then again, if that's not what you're talking about, make sure to let me know what a fool I am. Then, do continue to tell me what you mean. :)

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Special Item Problem in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #11
quote:
Originally written by Kelandon:

How have you set the memory cells in the door? List the numbers.
Hmm… strange. Not sure what I was thinking here, but I made the door and took away the script. I guess I was trying to prevent access completely if the player didn't have the key. So basically it's a wall that looks like a door, and if you have the key, it changes to an open door. Should I just make it a regular door? Probably should huh…

Oh, BTW. I do have a copy of the cookbook, though I haven't looked at it much since I got it. Only recently got back to playing/designing BoA.

[ Saturday, September 30, 2006 11:09: Message edited by: Nemesis ]

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Special Item Problem in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #6
Yeah, it works just fine. It just doesn't show up on the list. I mean… it's not really that big a deal; most people probably wouldn't notice it, but it bothers me.

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Special Item Problem in Blades of Avernum Editor
Lifecrafter
Member # 7538
Profile Homepage #4
Oh right. Just forgot to mention it. Here it is.

beginstate 12;//find spare key
if (get_flag(0,2) == 1)
end();
message_dialog("You find a key. Thinking it might be useful for something, you pick it up.","");
change_spec_item(0,1);
set_flag(0,2,1);
break;


--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00
Help with A Large Rebellion in Blades of Avernum
Lifecrafter
Member # 7538
Profile Homepage #6
quote:
Originally written by Jumpin' Salmon:

Do you know which towns are missing??
Yeah, all of them are missing except for t0, t10, t11, and t12.

quote:
Originally written by Smoo:

I think the Imbanaman had a working copy somewhere. Hold on, let me check. (I'm actually going to check something but this won't be evident once I've hit the add reply button.)

Try this one over here.

Thanks Smoo, I'll see if this works.

::tries, fails, combines the two, tries again, succeeds::

Alright! Thanks for the help, it seems to be working now.

Hmm... should have found this forum sooner.

--------------------
Do not provoke the turtles.
They do not like being provoked.

-Lenar

My website: Nemesis' Refuge
Posts: 743 | Registered: Friday, September 29 2006 07:00

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