Profile for Malimar
Field | Value |
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Displayed name | Malimar |
Member number | 8386 |
Title | Apprentice |
Postcount | 10 |
Homepage | |
Registered | Monday, March 26 2007 07:00 |
Recent posts
Author | Recent posts |
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Outdoor Fight Terrain in Blades of Avernum Editor | |
Apprentice
Member # 8386
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written Tuesday, April 24 2007 16:59
Profile
All I know in terms of what I've tried is that if you put items in the outdoor fight town, they won't be spawned when the town is generated for an outdoor fight. My suggestion would be to have the outdoor fight town be composed of a terrain or floor that calls a scenario script state when stepped on, and use that state for whatever it is you want to do. You don't necessarily have to use that terrain anywhere else, either, it can be an alternate version of the regular terrain. Or you could probably fiddle with the 'outdoor state called when met' thing in the encounter itself, but I kind of doubt you'd be able to get it to affect the fight town. Could have the called when met state set an sdf, then the scenario start_state checks to see if that sdf has been set, and if it has and the party is in a small town, do whatever it is you want it to do (and afterwards unset the sdf). But there's probably simpler ways to do it. I seem to have a talent for coming up with code that's five times as complex as it needs to be, simply because it doesn't occur to me that the less complex ways exist. Posts: 10 | Registered: Monday, March 26 2007 07:00 |
Splitting one PC from the party in Blades of Avernum Editor | |
Apprentice
Member # 8386
|
written Tuesday, April 24 2007 16:45
Profile
I could have sworn there was in at least one of the original three Avernum games the option to leave one of your characters in a room somewhere temporarily. Maybe it had something to do with having the option to have somebody join you and you needed to have only four people. Or maybe I'm imagining things. Posts: 10 | Registered: Monday, March 26 2007 07:00 |
Specific requirements for custom graphics? in Blades of Avernum Editor | |
Apprentice
Member # 8386
|
written Monday, April 2 2007 14:23
Profile
How odd, I was sure I checked the documentation. And I even spent a while looking at that very section. Missed the 72 dpi and 8bit/16bit part, which is what I was looking for. Posts: 10 | Registered: Monday, March 26 2007 07:00 |
Specific requirements for custom graphics? in Blades of Avernum Editor | |
Apprentice
Member # 8386
|
written Sunday, April 1 2007 16:15
Profile
So I figured out ages ago that there are certain specific requirements for BoA custom graphics. .bmp format, obviously. Most of the existing ones I've looked at today are set to indexed colour with a custom index, 8-bit. But hey look, there are graphics that work that are at 16 and 24 bits. And this one other graphic isn't working despite all the settings I can find being the same as the graphics in the game. It sets one's head awhirl, verily. In any event, I was just wondering: Is there a complete list of the specific requirements for a BoA custom graphic? A checklist to go through to make sure your graphic fits all the requirements and will look the way it's supposed to in BoA? Posts: 10 | Registered: Monday, March 26 2007 07:00 |
Scripting issues in Blades of Avernum Editor | |
Apprentice
Member # 8386
|
written Monday, March 26 2007 15:48
Profile
Hgnah! There we go! Now it works (and I feel a dumb). Thanks for all the help! Posts: 10 | Registered: Monday, March 26 2007 07:00 |
Scripting issues in Blades of Avernum Editor | |
Apprentice
Member # 8386
|
written Monday, March 26 2007 15:39
Profile
Now it's saying "set_state_continue(11);" has a bad term. I double-checked the line using both the two-spaces test and the "garbage" test. I think something is very wrong here. Posts: 10 | Registered: Monday, March 26 2007 07:00 |
Scripting issues in Blades of Avernum Editor | |
Apprentice
Member # 8386
|
written Monday, March 26 2007 14:52
Profile
Yeah, I double-checked it with the insert-a-space-before-and-after trick. Posts: 10 | Registered: Monday, March 26 2007 07:00 |
Scripting issues in Blades of Avernum Editor | |
Apprentice
Member # 8386
|
written Monday, March 26 2007 14:35
Profile
Well, now I can narrow down the errors I'm still getting to specific lines of code (that I've modified according to suggestions). damage_char(1000,(10 * has_num_of_item(473)),5); // Bad Term In Expression error here print_str("Something in your pack releases a burst of freezing energy!",2); // It claims an unmatched left parenthesis here Posts: 10 | Registered: Monday, March 26 2007 07:00 |
Scripting issues in Blades of Avernum Editor | |
Apprentice
Member # 8386
|
written Monday, March 26 2007 13:57
Profile
Thanks a bunch, guys! It didn't occur to me (naive as I am, or something) that text editors specifically for code might exist. Nor did it occur to me to look up what the number for the party group is, nor did it occur to me to simplify the math in that now-obvious way. Posts: 10 | Registered: Monday, March 26 2007 07:00 |
Scripting issues in Blades of Avernum Editor | |
Apprentice
Member # 8386
|
written Monday, March 26 2007 09:03
Profile
So there are two scripts that I wrote that I've been trying to get to work, and they come up with various errors. One of them is newer, I haven't been banging my head against it for more than an hour. I just don't know exactly how BoA treats decimals (experimentation implies that using the "." at all in code comes up with an Improper Symbol error). If it divides, the documentation says it loses the remainder, which isn't helpful. But I can work around lack of decimals by changing some numbers around, that's annoying but not incomprehensible to me. In any event, this code is in the outdoor script, called for certain creature encounters. It's supposed to decide whether or not to attack or run away based on the average level of the party. Under 10, it'll always attack, over 40, it'll always run, around 25 (roughly the level of the scenario) it's supposed to be 50/50. The code comes up with an Improper Command error in the first line. I'm sure the problem will be obvious to you veterans. This is of course in my outdoor script file. beginstate 11; if ((0 - 10 / 3) * ((get_level(0) + get_level(1) + get_level(2) + get_level(3)) / 4) + 133) > get_ran(1,1,100)) { print_str("This group decides you look like too much trouble and avoids you."); outdoor_enc_result(2); } break; The other bit of script is one I've been bashing my head against for a couple days now, and I figure that as soon as I click the button to post this, I'm likely to come up with an answer on my own, because that's the way the world works. In any event, it's supposed to be sort of reminiscent of the Talking Skull, in that there's a random chance of a thing happening as long as you hold the item, except instead of playing a message and a sound, it damages you. This is in the main scenario script file. beginstate START_STATE; if (get_ran(1,1,100) == 1) && (has_item(473) == true) { damage_char(0,10 * has_num_of_item(473),5); damage_char(1,10 * has_num_of_item(473),5); damage_char(2,10 * has_num_of_item(473),5); damage_char(3,10 * has_num_of_item(473),5); print_str_color("Something in your pack releases a burst of freezing energy!",2); } if (get_ran(1,1,100) == 1) && (has_item(474) == true) { damage_char(0,10 * has_num_of_item(474),1); damage_char(1,10 * has_num_of_item(474),1); damage_char(2,10 * has_num_of_item(474),1); damage_char(3,10 * has_num_of_item(474),1); print_str_color("Something in your pack releases a burst of burning energy!",2); } break; Does anybody have any insights on either of these problems? I would also be filled with glee if anybody has any better ideas for how to accomplish what I'm trying to do. Or even suggestions for cleaning up my probably messy code. Posts: 10 | Registered: Monday, March 26 2007 07:00 |