Profile for Ishad Nha
Field | Value |
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Displayed name | Ishad Nha |
Member number | 7662 |
Title | Shock Trooper |
Postcount | 292 |
Homepage | |
Registered | Monday, November 13 2006 08:00 |
Recent posts
Pages
Author | Recent posts |
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Code Help in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
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written Sunday, December 16 2007 13:41
Profile
A customized terrain script would prevent access until the conditions were met. Presumably the condition would be represented by a certain SDF. If the conditions were represented by a special item you could use the existing trap.txt instead. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Code Help in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Saturday, December 15 2007 22:47
Profile
If you are referring to void put_item_on_spot(short loc_x,short loc_y,short what_item) there is no call that makes an item contained or otherwise. You can manually make an item contained by choosing Shift + S, clicking on the square containing the item and then clicking on the line that says "Not Contained". Posts: 292 | Registered: Monday, November 13 2006 08:00 |
River and Leaf Port in Blades of Avernum | |
Shock Trooper
Member # 7662
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written Friday, December 14 2007 18:02
Profile
I have just downloaded Pidgin but the web is not my forte. So contact Akhronath if you can. I thought that he had totally vanished, I can't recall seeing him posting anything recently. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
River and Leaf Port in Blades of Avernum | |
Shock Trooper
Member # 7662
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written Friday, December 14 2007 13:08
Profile
Under Hatherond: you need to prime factor 5,733, then you will see how 3,7,13 figure into this number. If the lever faces one way you are dealing with the first power, if it faces the other way you are dealing with its square. It is factoring all the way there is no addition. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
River and Leaf Help in Blades of Exile | |
Shock Trooper
Member # 7662
|
written Wednesday, December 12 2007 23:08
Profile
For the final battle with Dracan I used a lot of Crystals of Shielding, this gave the party Invulnerability. Then I web page , after which I had to wait a bit. [ Wednesday, December 12, 2007 23:13: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Can't install custom scenarios in Blades of Exile | |
Shock Trooper
Member # 7662
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written Tuesday, December 11 2007 21:07
Profile
You may strike a situation where the custom scenarios only appear immediately after you have created a first level party. If that is the case, simply rename a custom scenario "Stealth.exs". Also rename any custom graphics sheets. This is what I have to do when using the Open Source BoE on Windows XP. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
River and Leaf Help in Blades of Exile | |
Shock Trooper
Member # 7662
|
written Tuesday, December 11 2007 21:03
Profile
The riddles are simple words, this one is: web page. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Mac Emulator for Windows in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Tuesday, December 11 2007 14:10
Profile
Currently all of the really good programs in the BoA community come out as Mac only. Here I am thinking of the new editor &&. Which is a problem for the half of the people who use Windows. There is a program called Virtual PC, which I have only just learned about. It can run other operating systems on a Virtual Hard Drive. If we can find a freeware version of Mac OS then Windows users can run Mac programs on their computers. At the end of the day this approach can only do so much, Mac saved games won't run on a Windows program &. [ Tuesday, December 11, 2007 14:18: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
About the compiled versions of BOE on the Spiderweb Website. in Blades of Exile | |
Shock Trooper
Member # 7662
|
written Monday, December 10 2007 21:30
Profile
Unlike the BoA version, the original BoE character editor has no provision whatsoever for custom items. It also has a few errors in it, see the post:“PC Editor: Item Problems” Started by Ishad Nha, last post September 18, 2007 11:52 PM http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=7;t=001866]web page and also: “Petition for Carbonized Character Editor” BainIhrno October 03, 2007 11:19 PM http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=7;t=001869]web page [ Monday, December 10, 2007 21:36: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Teleport Spell in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Monday, December 10 2007 21:05
Profile
Instantly booting a party out of town, that is a law enforcement alternative to making the town hostile. You could also have them banned from re entering until they have atoned for their transgressions. The Init state would have them booted out every time they tried to enter. I have not registered with the SV forum but I did glance over the posts there and read that one. As for the Teleport spell, what I had in mind was, you are outdoors standing on a particular spot and you cast Create Portal. The next time you cast Teleport you will be teleported to that outdoor spot. For this to work you must be able to record the x,y coordinates of that outdoor spot, the coords inside the given outdoor section. AFAIK there is no way of ever recording those x,y coordinates in a SDF by use of a simple call, unlike the coordinates inside a town. From what I can see the best solution is to use (b). There is a maximum of 30 specials in any outdoor zone, this must be borne in mind. (It seems that in some areas, BoA was simplified way too much, to the point where you have to use convoluted means to do basic things.) Thus I am not interested in a town's outdoor coordinates, you can have the same town in every last outdoor section. Niemand's trick would not be useful for me because I use most of the floor and terrain spots that are available. [ Monday, December 10, 2007 21:18: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Teleport Spell in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Monday, December 10 2007 00:13
Profile
After reading the Wizards & Warriors game manual I was thinking about creating a custom translation of the Create Portal and Teleport spells for use in BoA. It would be cast in a town and used for going to outdoor locations. But I can't find a way to record the x,y part of outdoor coordinates. They are used in calls like out move party. Teleport spells could be cast in Exit states of towns with the call change outdoor location. Current solutions are: (a) to have a hundred odd small towns, you teleport to one of them (b) have a lot of placed special encounters in each outdoor section, walking into each encounter resets a pair of flags, said flags set the x,y values. Thus the same values would be used for a whole lot of different squares. (Wizards & Warriors is a David W Bradley game by Activision released back in 2000.) Posts: 292 | Registered: Monday, November 13 2006 08:00 |
River and Leaf Help in Blades of Exile | |
Shock Trooper
Member # 7662
|
written Sunday, December 9 2007 20:16
Profile
The Realms of Mist has one riddle which has no clue that I can perceive. You are confronted with a hidden encounter ceasing to be hidden, then you are asked for a reply. (Maybe I missed something?) That idea of an illusory url is a good one, Nioca, I will use it here. Answer: Move your mouse over this link and look at the web page that appears in the status bar to see the answer. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
River and Leaf Help in Blades of Exile | |
Shock Trooper
Member # 7662
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written Friday, December 7 2007 15:28
Profile
River and Leaf is tricky, when I ported this scenario to the Blades of Avernum world I added a lot more clues for the player. I guess that it was hurriedly written to meet a contest deadline, hence a lot of the many puzzles are not well explained. Sweon: you can't alert the guards. So simple. What you can do is look for a town that is suddenly visible, to the SE of Sweon. At some point after this town you will hit the next two hassles. You will find a door that requires a password to open. On the same level, you will chase somebody around, he will say "w**", you must say "uu**" or "vv**" to the door. (Here ** stands for two letters.) Then later on, the game will appear to hit another dead end, you must get a log translated in one town, then go to a certain town. [ Friday, December 07, 2007 15:36: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Question about Lyceum message boards in Blades of Avernum | |
Shock Trooper
Member # 7662
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written Wednesday, December 5 2007 00:27
Profile
I still can't say whether it was an attack or not, but mercifully everything seems to be okay once again. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Question about Lyceum message boards in Blades of Avernum | |
Shock Trooper
Member # 7662
|
written Tuesday, December 4 2007 14:22
Profile
Who actually runs the Lyceum? Terrors Martyr? Who runs it and what do they have to say about it? Is there any chance that it was just the moderator maintaining the site or was it definitely an attack? Emphatically everything is missing. If it was an attack, why were the profiles not destroyed too? Mine seems quite ok. [ Tuesday, December 04, 2007 14:29: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
River and Leaf Help in Blades of Exile | |
Shock Trooper
Member # 7662
|
written Monday, December 3 2007 22:14
Profile
There is a sign with a few words, one of them is the password. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
List of Bugs in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Saturday, December 1 2007 02:05
Profile
I have edited the commentary on Chapter 2.9 of the BoA Editor Help. This reflects comments by Niemand on November 26 and 27 in a recent post, "Picky Details" http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=18;t=001024 Once again the documentation does not give the full story. It seems that the script can use hundreds or thousands of states. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Picky details in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Wednesday, November 28 2007 01:01
Profile
Then there is the 750 - strings limit to be considered too. So now we have to consider states, tokens and the number of strings. If the programming of all this gets a bit tough, one approach is to just inform the Ascript user of all these considerations, you already have a special help file. How best to use the information about tokens? As for the help file, there is no problem with just copying in the entire Wiki file now, then returning later to add your own corrections and comments. While you are at it, you could add the corrections listed in the forum http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic;f=18;t=001016 [ Wednesday, November 28, 2007 01:04: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Picky details in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Monday, November 26 2007 23:44
Profile
Interesting. In my experience, when a state does nothing: the state has an error in it. Unless, the scenario script has an error in it. If it contains one error anywhere, it may crash or it may simply not run at all. Another limitation on a valid script, which the program itself showed me. Currently my observation is that a scenario script cannot exceed 4,257 lines in length. This puts a definite limit on the number of possible states. [ Monday, November 26, 2007 23:48: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Picky details in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Sunday, November 25 2007 16:00
Profile
As for error - checking: I am not sure how many states a script can use. I have had no trouble using 255 states in a scenario script, (the port of Shadow of the Stranger.) Also I have used all sorts of numbers without crashing the script. Possibly you could include an option to disable the "Invalid state" check, at least until we all know just what the BoA program will and won't accept. The "State already defined" check would be retained. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
SD Flags: in Blades of Avernum | |
Shock Trooper
Member # 7662
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written Friday, November 23 2007 21:32
Profile
Also, if you want to record a number you could use a flag. If you leave a town the values of all variables are immediately forgotten. Whereas a number recorded as the value of SDF won't be. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Picky details in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Friday, November 23 2007 21:19
Profile
As I learned the hard way, the variables in the various calls are not checked for magnitude. Thus for put_item_on_spot Alint accepted an item with the number 3,840. Then it may reflect errors in the documentation. For example, if you have about 255 states in your scenario script, Alint will spam you with "Error line ###: Invalid state" Then it found an error in the sanctitem.txt script. [ Friday, November 23, 2007 21:22: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Picky details in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Friday, November 23 2007 17:08
Profile
The Ascript error checker may be based upon Alint, and the latter has a few errors itself. Thus the error checker itself has errors. One example is the "fl_shimmers" property, to Alint the correct answer is "floor shimmers", which is wrong. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Tree Graphics in Blades of Avernum | |
Shock Trooper
Member # 7662
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written Thursday, November 22 2007 14:09
Profile
This is a world of powerful magic is it not? Hence real - world ecological rules, the rules of a non - magical world like ours, could possibly be violated at will. Anything could grow anywhere, if the magic spells existed for this to happen. I mean, in the Avernum games you have magical trees developed by the Tower of Magi, they grow in the most lifeless and inhospitable caves. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Anyone find Avernum 4 not as good as 1-3? in Avernum 4 | |
Shock Trooper
Member # 7662
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written Thursday, November 22 2007 13:59
Profile
I thought that it had the simplified game mechanics of a Geneforge game without all the interest provided by creating and maintaining the creations. Thus I think it falls between two stools. Posts: 292 | Registered: Monday, November 13 2006 08:00 |