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item stacking in Blades of Avernum
Shock Trooper
Member # 932
Profile #1
You will need to add the line: it_charges = 1; if you want items to stack.

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Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
BUGS! in Blades of Avernum Editor
Shock Trooper
Member # 932
Profile #1
DATA FILE ERRORS:
In corescendata.txt Floor #80 (fake lava) is not blocked by default. NPCS may walk upon it, thus giving away the fact that the lava is indeed fake.In corescendata2.txt Terrains #172 and #173 (fences) have an incorrect name. The line te_name = "Fence"; needs to be added to them.In corescendata2.txt Terrain #331 and #332 (underground hillside cave entrances) import the incorrect terrain. This causes problems with the automatic hills functionality of the editor. I think it will also cause the party to be drawn incorrectly when upon these terrains.In corescendata2.txt Terrain #367 (ruined statue) is missing the upper half. The lines te_second_icon = 1; and te_second_icon_offset_y = -55; need to be added to correct this.GRAPHICS SHEET ERRORS:
Graphics sheet 680, icon 52, is incorrectly drawn. It needs to be flipped horizontally to be correct.Graphics sheet 768, icon 8, has 3 off-white pixels.MISCELLANEOUS:
The terrain characteristic te_can_look_at is broken.SUBJECTIVE:
In corescendata2.txt Terrain #360 and #361 (lampposts) have poor offsets. They look better with the lines te_icon_offset_y = -13; (added to #360) and te_icon_offset_y = -14; (added to #361).In corescendata2.txt Terrain #405's name is "Outdoor Camp". It's a campsite, or a camp, what if someone wanted to use it indoors for a pack of midgets, or something? You could change it in scennamedata.txt BUT there is no reason for the "Outdoor" part to be there in the first place.In corescendata2.txt Terrain #406's name is "Outdoor Totems". They're totems, what if someone wanted to use it indoors or something? You could change it in scennamedata.txt BUT there is no reason for the "Outdoor" part to be there in the first place.EDITS 1 & 2:
Painting floors over/under (whatever) signs causes them to go blank.You can steal multiple items in one go, and your crime level will only ever increase by 1.

[ Tuesday, December 27, 2005 17:07: Message edited by: CPeters ]

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
BUGS! in Blades of Avernum
Shock Trooper
Member # 932
Profile #1
DATA FILE ERRORS:
In corescendata.txt Floor #80 (fake lava) is not blocked by default. NPCS may walk upon it, thus giving away the fact that the lava is indeed fake.In corescendata2.txt Terrains #172 and #173 (fences) have an incorrect name. The line te_name = "Fence"; needs to be added to them.In corescendata2.txt Terrain #331 and #332 (underground hillside cave entrances) import the incorrect terrain. This causes problems with the automatic hills functionality of the editor. I think it will also cause the party to be drawn incorrectly when upon these terrains.In corescendata2.txt Terrain #367 (ruined statue) is missing the upper half. The lines te_second_icon = 1; and te_second_icon_offset_y = -55; need to be added to correct this.GRAPHICS SHEET ERRORS:
Graphics sheet 680, icon 52, is incorrectly drawn. It needs to be flipped horizontally to be correct.Graphics sheet 768, icon 8, has 3 off-white pixels.MISCELLANEOUS:
The terrain characteristic te_can_look_at is broken.SUBJECTIVE:
In corescendata2.txt Terrain #360 and #361 (lampposts) have poor offsets. They look better with the lines te_icon_offset_y = -13; (added to #360) and te_icon_offset_y = -14; (added to #361).In corescendata2.txt Terrain #405's name is "Outdoor Camp". It's a campsite, or a camp, what if someone wanted to use it indoors for a pack of midgets, or something? You could change it in scennamedata.txt BUT there is no reason for the "Outdoor" part to be there in the first place.In corescendata2.txt Terrain #406's name is "Outdoor Totems". They're totems, what if someone wanted to use it indoors or something? You could change it in scennamedata.txt BUT there is no reason for the "Outdoor" part to be there in the first place.EDITS 1 & 2:
Painting floors over/under (whatever) signs causes them to go blank.You can steal multiple items in one go, and your crime level will only ever increase by 1.

[ Tuesday, December 27, 2005 17:07: Message edited by: CPeters ]

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Stat boost for evil deeds? in Nethergate
Shock Trooper
Member # 932
Profile #3
No! Use your head, please. The reward for good deeds is faction neutral, and I'm certain that if there is a reward for bad deeds, that it would be too.

The area I suspect to be the reward for bad deeds is south-west from the bottom edge of Vanarium. It's low lying, grassy, and marked with some totem poles. It gives you the same message, whether you are Celts or Romans, about how uncomfortable you feel with the evil images going through your head.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Um - NPC help... in Blades of Avernum Editor
Shock Trooper
Member # 932
Profile #5
I always had the impression that you could have a creature follow the party around, assist the party, even be considered part of the party - with one important difference - unlike in Nethergate, a fifth or sixth 'PC' cannot be improved.

Essentially, they are a monster that follows the party, nothing less, nothing more. To actually join the party, be considered part of it, be ressurectable, gain experience, etc. - I think that this is beyond the current engine.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Um - NPC help... in Blades of Avernum
Shock Trooper
Member # 932
Profile #5
I always had the impression that you could have a creature follow the party around, assist the party, even be considered part of the party - with one important difference - unlike in Nethergate, a fifth or sixth 'PC' cannot be improved.

Essentially, they are a monster that follows the party, nothing less, nothing more. To actually join the party, be considered part of it, be ressurectable, gain experience, etc. - I think that this is beyond the current engine.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
It's the A2Template! in Blades of Avernum Editor
Shock Trooper
Member # 932
Profile #85
For critique; current version of the guard script. Since I'm using a P4 based monster, I can't tell if it runs too slow on lesser machines.

// v1.0.5
// guard.txt
// Xoid (xoid@hotmail.com)

// Version History:
// v1.0.5 - Version by Xoid. Optimised, cleanned up.
// v1.0.4 - Abandoned version by Xoid. Didn't work.
// v1.0.3 - Version by Xoid. Altered so that blocked tiles can be placed as
// sparsely as possible. If blocked spaces ensure that an NPC cannot
// reach its destination, Jeff's inept coding causes major overhead.
// v1.0.2 - Minor revision by Xoid. Increments SDF, instead
// of setting it.
// v1.0.1 - Version by Xoid. Extra dialogue strings added.
// v1.0.0 - Version by Jeff Vogel. Original.

// A simple script for guards or soldiers in towns. Acts like a regular npc
// unless it's in a town the party has angered, in which case it goes mobile and
// hunts the party down.

// Memory Cells:
// 0 - Movement type.
// Legal values are: 0 - Wander randomly.
// 1 - Stand still until a target appears.
// 2 - Completely immobile, even if target appears.
// 3 - Walk to a waypoint and then back to start. Use
// memory cell 4 to indicate which waypoint.

// 1,2 - SDF coordinates. If these are left at 0 and 0, these memory cells are
// ignored. Otherwise, the SDF is incremented by 1 when this creature dies.

// 3 - Dialogue node to start with if talked to. if left at 0, this
// character doesn't talk.

// 4 - Waypoint. If memory 0 is != 3, then this value is ignored. Otherwise,
// it is the number of the waypoint the guard or soldier spends its time
// walking to and from.

// 5 - Maximum distance. If memory cell 0 is != 0, then this memory cell is
// ignored. Otherwise, this is the maximum distance the creature will roam
// from its starting position. If left at 0, this will default to 6 tiles.
//
// [* Making this script backwards compatible with v1.0.0 of basicnpc.txt]
begincreaturescript;

variables;
int i,is_a_guard,target;
int gone_to_waypoint = 0;
body;

beginstate INIT_STATE;
if ((get_memory_cell(0) == 2) && (town_status(-1) != 2))
set_mobility(ME,0);

if (get_memory_cell(5) == 0)
set_memory_cell(5,6);

set_char_script_mode(ME,1); // This NPC will act even at distance.

if (creature_type(ME) == 4) {
is_a_guard = 1;
set_summon_level(ME,1);
}
break;

beginstate DEAD_STATE;
// Increment the appropriate SDF for this NPC's death.
if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
inc_flag(get_memory_cell(1),get_memory_cell(2),1);
break;

beginstate START_STATE;
// React if the town gone hostile.
if (town_status(current_town()) == 2) {
alert_char(ME);
set_mobility(ME,1);
}

// If I have a target, go attack it.
if (target_ok()) {
if (dist_to_char(get_target()) <= 16)
set_state(3);
else set_target(ME,-1);
}

// Look for a target, and attack it if its visible.
if (select_target(ME,8,0)) {
do_attack();
set_state(3);
}

// React if I have been attacked.
if (who_hit_me() >= 0) {
set_target(ME,who_hit_me());
do_attack();
set_state(3);
}

// If this NPC is hostile, then hunt the party down. Otherwise, just
// peacefully move around. Go back to start if I roam too far.
if (get_attitude(ME) >= 10)
approach_char(ME,random_party_member(),6);
else if (get_memory_cell(0) == 3) {
// March to waypoint and back.
if ((gone_to_waypoint == 0) && (get_ran(1,1,100) < 15)) {
if (approach_waypoint(ME,get_memory_cell(4),1))
gone_to_waypoint = 1;
}
else if ((gone_to_waypoint == 1) && (get_ran(1,1,100) < 15)) {
if (return_to_start(ME,1))
gone_to_waypoint = 0;
}
}
else {
if ((my_dist_from_start() >= get_memory_cell(5)) || ((my_dist_from_start() > 0) && (get_memory_cell(0) > 0) && (get_memory_cell(0) != 3))) {
if (get_ran(1,1,100) < 40)
return_to_start(ME,1);
}
else if (get_memory_cell(0) == 0) {
fidget(ME,25);
}
}

// Text bubble code...
if (is_a_guard == TRUE) {
if ((is_combat() == 0) && (get_attitude(ME) < 10)) {
if (get_ran(1,1,100) < 6) {
i = get_ran(1,1,100);
if ((get_crime_level() > 0) && ((i < 6) || (i > 95)))
create_text_bubble("We're watching you... scum."); // Bless you, Morrowind.
else {
if (i < 26)
create_text_bubble("Evildoers will be punished.");
else if (i < 51)
create_text_bubble("Obey the law.");
else if (i < 76)
create_text_bubble("Stay in line.");
else
create_text_bubble("Watch it.");
}
}
}
}

// If I'm in combat and nothing above gave me something to do, stop now.
// Otherwise the script will keep running, eating up CPU cycles.
if (am_i_doing_action() == FALSE)
end_combat_turn();
break;

beginstate 3; // Attacking...
if (target_ok() == FALSE)
set_state(START_STATE);
do_attack();
break;

beginstate TALKING_STATE;
if (get_memory_cell(3) == 0) {
if (is_a_guard == TRUE) {
print_str_color("Talking: You make small talk with the guard, but you don't",2);
print_str_color(" learn anything new.",2);
}
else print_str_color("Talking: The soldier doesn't have anything to tell you.",2);
end();
}
else begin_talk_mode(get_memory_cell(3));
break;


--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
It's the A2Template! in Blades of Avernum
Shock Trooper
Member # 932
Profile #85
For critique; current version of the guard script. Since I'm using a P4 based monster, I can't tell if it runs too slow on lesser machines.

// v1.0.5
// guard.txt
// Xoid (xoid@hotmail.com)

// Version History:
// v1.0.5 - Version by Xoid. Optimised, cleanned up.
// v1.0.4 - Abandoned version by Xoid. Didn't work.
// v1.0.3 - Version by Xoid. Altered so that blocked tiles can be placed as
// sparsely as possible. If blocked spaces ensure that an NPC cannot
// reach its destination, Jeff's inept coding causes major overhead.
// v1.0.2 - Minor revision by Xoid. Increments SDF, instead
// of setting it.
// v1.0.1 - Version by Xoid. Extra dialogue strings added.
// v1.0.0 - Version by Jeff Vogel. Original.

// A simple script for guards or soldiers in towns. Acts like a regular npc
// unless it's in a town the party has angered, in which case it goes mobile and
// hunts the party down.

// Memory Cells:
// 0 - Movement type.
// Legal values are: 0 - Wander randomly.
// 1 - Stand still until a target appears.
// 2 - Completely immobile, even if target appears.
// 3 - Walk to a waypoint and then back to start. Use
// memory cell 4 to indicate which waypoint.

// 1,2 - SDF coordinates. If these are left at 0 and 0, these memory cells are
// ignored. Otherwise, the SDF is incremented by 1 when this creature dies.

// 3 - Dialogue node to start with if talked to. if left at 0, this
// character doesn't talk.

// 4 - Waypoint. If memory 0 is != 3, then this value is ignored. Otherwise,
// it is the number of the waypoint the guard or soldier spends its time
// walking to and from.

// 5 - Maximum distance. If memory cell 0 is != 0, then this memory cell is
// ignored. Otherwise, this is the maximum distance the creature will roam
// from its starting position. If left at 0, this will default to 6 tiles.
//
// [* Making this script backwards compatible with v1.0.0 of basicnpc.txt]
begincreaturescript;

variables;
int i,is_a_guard,target;
int gone_to_waypoint = 0;
body;

beginstate INIT_STATE;
if ((get_memory_cell(0) == 2) && (town_status(-1) != 2))
set_mobility(ME,0);

if (get_memory_cell(5) == 0)
set_memory_cell(5,6);

set_char_script_mode(ME,1); // This NPC will act even at distance.

if (creature_type(ME) == 4) {
is_a_guard = 1;
set_summon_level(ME,1);
}
break;

beginstate DEAD_STATE;
// Increment the appropriate SDF for this NPC's death.
if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
inc_flag(get_memory_cell(1),get_memory_cell(2),1);
break;

beginstate START_STATE;
// React if the town gone hostile.
if (town_status(current_town()) == 2) {
alert_char(ME);
set_mobility(ME,1);
}

// If I have a target, go attack it.
if (target_ok()) {
if (dist_to_char(get_target()) <= 16)
set_state(3);
else set_target(ME,-1);
}

// Look for a target, and attack it if its visible.
if (select_target(ME,8,0)) {
do_attack();
set_state(3);
}

// React if I have been attacked.
if (who_hit_me() >= 0) {
set_target(ME,who_hit_me());
do_attack();
set_state(3);
}

// If this NPC is hostile, then hunt the party down. Otherwise, just
// peacefully move around. Go back to start if I roam too far.
if (get_attitude(ME) >= 10)
approach_char(ME,random_party_member(),6);
else if (get_memory_cell(0) == 3) {
// March to waypoint and back.
if ((gone_to_waypoint == 0) && (get_ran(1,1,100) < 15)) {
if (approach_waypoint(ME,get_memory_cell(4),1))
gone_to_waypoint = 1;
}
else if ((gone_to_waypoint == 1) && (get_ran(1,1,100) < 15)) {
if (return_to_start(ME,1))
gone_to_waypoint = 0;
}
}
else {
if ((my_dist_from_start() >= get_memory_cell(5)) || ((my_dist_from_start() > 0) && (get_memory_cell(0) > 0) && (get_memory_cell(0) != 3))) {
if (get_ran(1,1,100) < 40)
return_to_start(ME,1);
}
else if (get_memory_cell(0) == 0) {
fidget(ME,25);
}
}

// Text bubble code...
if (is_a_guard == TRUE) {
if ((is_combat() == 0) && (get_attitude(ME) < 10)) {
if (get_ran(1,1,100) < 6) {
i = get_ran(1,1,100);
if ((get_crime_level() > 0) && ((i < 6) || (i > 95)))
create_text_bubble("We're watching you... scum."); // Bless you, Morrowind.
else {
if (i < 26)
create_text_bubble("Evildoers will be punished.");
else if (i < 51)
create_text_bubble("Obey the law.");
else if (i < 76)
create_text_bubble("Stay in line.");
else
create_text_bubble("Watch it.");
}
}
}
}

// If I'm in combat and nothing above gave me something to do, stop now.
// Otherwise the script will keep running, eating up CPU cycles.
if (am_i_doing_action() == FALSE)
end_combat_turn();
break;

beginstate 3; // Attacking...
if (target_ok() == FALSE)
set_state(START_STATE);
do_attack();
break;

beginstate TALKING_STATE;
if (get_memory_cell(3) == 0) {
if (is_a_guard == TRUE) {
print_str_color("Talking: You make small talk with the guard, but you don't",2);
print_str_color(" learn anything new.",2);
}
else print_str_color("Talking: The soldier doesn't have anything to tell you.",2);
end();
}
else begin_talk_mode(get_memory_cell(3));
break;


--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
what does A4 offer us? in Avernum 4
Shock Trooper
Member # 932
Profile #18
I wouldn't have had a problem with Rentar being a few stubbies short of a six pack and causing problems, if it wasn't done so... predictably.

Assassinations, chemical warfare, guerilla warfare, an alliance with the Darkling Sliths, ANYTHING but what Jeff actually decided upon.

Avernum 4 is little more than the bastard love child of Avernum 1 or 2's setting, Avernum 3's lackluster plot, and Geneforge's engine.

EDIT 1:
quote:
Originally written by Slartucker:

That would have been cool. Although somewhat odd, since the main slith kingdom is supposed to be peace-loving. ...or did that change from Ex to Av as well?
Za-Khazi Run is considered canon, even if everyone wished it never existed. Therefore, the barbaric army of Sss-Thss is still around, even if it was defeated previously.

EDIT 2:
I really thought that *i would want to slap me for taking a leaf out of TM's book and ramming words down someone else's throat through "quoting" them.

[ Monday, December 26, 2005 19:40: Message edited by: CPeters ]

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
what does A4 offer us? in Avernum 4
Shock Trooper
Member # 932
Profile #12
quote:
Originally written by Skribbane now? Ask me how.:

What can you do in this rehased mess that Vogel dares to call a new game?


--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Stat boost for evil deeds? in Nethergate
Shock Trooper
Member # 932
Profile #0
I know that there is a location where you get +2 to your primary stats for having been a righteous sort, but is there a location where you get a stat boost for being an evil sort?

I ask this because there is location where it says something to the effect of: "Something within this place is telling you to go rape, loot and pillage."

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Its Almost Christmas in General
Shock Trooper
Member # 932
Profile #24
Meh. If were posting what we got for Christmas, then I got $180 of pure profit. Oh, and a labrador in a pear tree. Or some such.

EDIT:
quote:
Originally written by SNM:

(my birthday is December 17th, so it and Christmas tend to blend in my mind...lucky me)
Be glad you're not my brother-in-law. His birthday is December 24th.

[ Monday, December 26, 2005 13:54: Message edited by: CPeters ]

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Do we have a future? in Blades of Avernum
Shock Trooper
Member # 932
Profile #3
quote:
Originally written by Poit:

My question is this. Now that BoA has been superseded both in technical terms and in the attention it will recieve from Jeff Vogel and possibly players, do you think it has a future as a place for designers to tell their own stories about Avernum or will it instead be die a slow lingering death like the exile series?
I hope not. I'm seriously considering buying BoE just to play the, oh, 3 trillion or so scenarios that have been released. BoE has still managed, despite slowing down a lot, to seduce people into producing new content.

I'm now curious as to whether there will be a more substantial influx of designers moving from BoE to BoA, as they grow increasingly fustrated with BoE players being poached by it's younger, more attractive sibling.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
grumble... mutter... freaking bugs! DIE! in General
Shock Trooper
Member # 932
Profile #0
I have been squashing insects onto my monitor for about 3 hours now. I have a varied and positively delightful assortion of bugs spread liberally over the monitor.

From the big red stains, to the smaller smears, to the tiny blobs of incomprehensible goop, I hate them all.

I've squashed about seven more in the two minutes it took to type this. (Squashing bugs has taken my typing from 50~60 words per minute down to an abysmally smaller, and as of yet, undetermined number.)

Would anyone else care to regale us all with their tales of the insectoid menace?

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
scripting, scripting... in Blades of Avernum Editor
Shock Trooper
Member # 932
Profile #17
quote:
Originally written by Thralni, chicken god prophet:

EDIT: Hmmm. Nope, it still doesn't work correctly. Now tell me. if a variable is set in one script, will it also be set in another variable?
If you are asking; "If I set foo = 1; In script A, will foo still be 1 in script B?", then the answer is no. sigh... you can't even had foo stay equal to 1 when you exit and reenter a town.

To use the terminology that I gained from another language: all variables are private in scope. You cannot have global variables in AvernumScript. You will need to use a SDF, or kludge a way around this limitation.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
scripting, scripting... in Blades of Avernum
Shock Trooper
Member # 932
Profile #17
quote:
Originally written by Thralni, chicken god prophet:

EDIT: Hmmm. Nope, it still doesn't work correctly. Now tell me. if a variable is set in one script, will it also be set in another variable?
If you are asking; "If I set foo = 1; In script A, will foo still be 1 in script B?", then the answer is no. sigh... you can't even had foo stay equal to 1 when you exit and reenter a town.

To use the terminology that I gained from another language: all variables are private in scope. You cannot have global variables in AvernumScript. You will need to use a SDF, or kludge a way around this limitation.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
scripting, scripting... in Blades of Avernum Editor
Shock Trooper
Member # 932
Profile #15
quote:
Originally written by Thralni, chicken god prophet:

Its quite easy to say that nothing I put in ym scenario is original, ebcause it was put in one of the 300 scenario's for BoE.
This is because there are few truly original ideas anymore. Could you imagine how a non carbon-based lifeform would work? Or a how technology would have evolved for humanity if we originated on Venus? Odds are, you will trawl through your memories, trying to find some form of reason or rhyme that fits the present situation best, and adapt it.

quote:
Originally written by Thralni, chicken god prophet:

EDIT: One small question: How do you write a variable ins cript? Until now i did it this way, and the game did not complain:
m = get_current_tick();Is this allright?

Perfectly alright. I've never heard of any high level programming language that doesn't fit the basic premise:
variable_name assignment_operator value_to_assign_variable

Just remember that you can declare strings as well as integers. And that you can use if-else statements in AvernumScript™. They can be very useful.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
scripting, scripting... in Blades of Avernum
Shock Trooper
Member # 932
Profile #15
quote:
Originally written by Thralni, chicken god prophet:

Its quite easy to say that nothing I put in ym scenario is original, ebcause it was put in one of the 300 scenario's for BoE.
This is because there are few truly original ideas anymore. Could you imagine how a non carbon-based lifeform would work? Or a how technology would have evolved for humanity if we originated on Venus? Odds are, you will trawl through your memories, trying to find some form of reason or rhyme that fits the present situation best, and adapt it.

quote:
Originally written by Thralni, chicken god prophet:

EDIT: One small question: How do you write a variable ins cript? Until now i did it this way, and the game did not complain:
m = get_current_tick();Is this allright?

Perfectly alright. I've never heard of any high level programming language that doesn't fit the basic premise:
variable_name assignment_operator value_to_assign_variable

Just remember that you can declare strings as well as integers. And that you can use if-else statements in AvernumScript™. They can be very useful.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Active Designers? in Blades of Avernum Editor
Shock Trooper
Member # 932
Profile #6
Active player and designer. Designing the A2Template. Another scenario is on the backburner, with the plot roughly hammered out.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
Active Designers? in Blades of Avernum
Shock Trooper
Member # 932
Profile #6
Active player and designer. Designing the A2Template. Another scenario is on the backburner, with the plot roughly hammered out.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
scripting, scripting... in Blades of Avernum Editor
Shock Trooper
Member # 932
Profile #13
quote:
Originally written by *i:

I encourage you to join up at the Lyceum, it has become underused as of late and would be nice if it would be the central hub for designing it once was.
Meh. I tried registering a couple of weeks back and had all sorts of problems. Even if someone offered to help, I just couldn't be stuffed now.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
scripting, scripting... in Blades of Avernum
Shock Trooper
Member # 932
Profile #13
quote:
Originally written by *i:

I encourage you to join up at the Lyceum, it has become underused as of late and would be nice if it would be the central hub for designing it once was.
Meh. I tried registering a couple of weeks back and had all sorts of problems. Even if someone offered to help, I just couldn't be stuffed now.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
scripting, scripting... in Blades of Avernum Editor
Shock Trooper
Member # 932
Profile #11
quote:
Originally written by Thralni, chicken god prophet:

Maybe, could you show mr some improvements on this script?
[semi-rant]
Perhaps. You'd have to get over your irrational fear of someone stealing your idea - it either will happen or it won't. If you manage to come up with something that is truly unique, then people will notice if something similar comes along later, claiming to be an original idea.

It's not such a bad thing, as long as credit is given where credit is due. If somebody bases a script off my work and I get credit, then I have no problems with it. On a cursory inspection, your machinery/goop/vats idea seems geneforge-esque. But it may be based off the filth factory in Avernum 3, or... I could speculate for days. There are few truly original ideas any more.

It's not about where you get your inspiration from, it's about what you create from it. There have even been cases where two people have made the nearly the exact same creation as each other, and entirely independant of each other. Transistors are an example, IIRC.

It's hard to offer suggestions on your code as a whole, when I have no idea what your code, as a whole, does. No one is going to thieve your plot. They might thieve your code, then managle it, optimise it, and change what it does to the point where it no longer resembles your work, but they won't thieve your plot.
[/semi-rant]

quote:
Originally written by Thralni, chicken god prophet:

EDIT: what you already showed: yes, i tried that once, but the game had problems with it, so i didn't do it a second time.
Hmmm. Sorry. The == should have been !=
Revised, it looks like:

beginstate 25;
if ((get_flag(20,19) != 0) && (get_flag(20,7) != 0)) {
set_flag(20,8,1);
}
message_dialog(".","");
break;
Note to self: don't try to help people whilst operating on no sleep.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
scripting, scripting... in Blades of Avernum
Shock Trooper
Member # 932
Profile #11
quote:
Originally written by Thralni, chicken god prophet:

Maybe, could you show mr some improvements on this script?
[semi-rant]
Perhaps. You'd have to get over your irrational fear of someone stealing your idea - it either will happen or it won't. If you manage to come up with something that is truly unique, then people will notice if something similar comes along later, claiming to be an original idea.

It's not such a bad thing, as long as credit is given where credit is due. If somebody bases a script off my work and I get credit, then I have no problems with it. On a cursory inspection, your machinery/goop/vats idea seems geneforge-esque. But it may be based off the filth factory in Avernum 3, or... I could speculate for days. There are few truly original ideas any more.

It's not about where you get your inspiration from, it's about what you create from it. There have even been cases where two people have made the nearly the exact same creation as each other, and entirely independant of each other. Transistors are an example, IIRC.

It's hard to offer suggestions on your code as a whole, when I have no idea what your code, as a whole, does. No one is going to thieve your plot. They might thieve your code, then managle it, optimise it, and change what it does to the point where it no longer resembles your work, but they won't thieve your plot.
[/semi-rant]

quote:
Originally written by Thralni, chicken god prophet:

EDIT: what you already showed: yes, i tried that once, but the game had problems with it, so i didn't do it a second time.
Hmmm. Sorry. The == should have been !=
Revised, it looks like:

beginstate 25;
if ((get_flag(20,19) != 0) && (get_flag(20,7) != 0)) {
set_flag(20,8,1);
}
message_dialog(".","");
break;
Note to self: don't try to help people whilst operating on no sleep.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00
What would you do with a billion dollars? in General
Shock Trooper
Member # 932
Profile #92
quote:
Originally written by Wise Man:

OMFG FLAME WAR

GO ARAN GO

I don't know why, but those words do indeed seem wiser coming from you.

--------------------
Microsoft Patents Ones, Zeroes (March 25, 1998)
"Asians are good at Starcraft because they're always squinting, thus they can see things sharply. Remember to always squint in war." ~ Sun-Tzu
Posts: 215 | Registered: Sunday, April 7 2002 08:00

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