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spyderbytes

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About spyderbytes

  • Birthday 10/20/1955

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Garrulous Glaahk

Garrulous Glaahk (8/17)

  1. If you're desperate enough, I suppose you could make your own custom terrain graphic that combines the wall with whatever it is you need to be there. Not a solution I'd recommend for the faint of heart; still, it ought to work if you just HAVE to have a terrain abutt a wall it couldn't otherwise.
  2. Not sure why that would be easier. The pseudo-code I came up with once I finally pulled my head out of the dark cavity it was in has the advantage of being able to round up regardless of the divisor (and yes, the original post did mention "like dividing by 2", but bulletproof is always better ). Also, seems to me that if all you're trying to determine is what's even and what's odd, it would be easier to just: Code: if ((x % 2) == 0) ...I'm even...else ...I'm odd... Guess I just missed the point of multiplying by 10 then dividing by 2 and checking for a 5 remainder modulo 10... but it's pre-coffee time for me again.
  3. Quote: Originally written by Just call me Kel: I believe decimals get rounded down. BoA just cuts off the part after the decimal point. Right. That's why if the remainder (x modulo y returns the remainder from integer division) is more than 5 (which means more than .5), you can just do the integer div and add 1 to "round up". EDIT: That's what I get for posting before my "morning" coffee (I keep odd hours ). The pseudo-code should be: Code: if ((x % y) >= (y / 2)) x = (x / y) + 1;else x = x / y; Obviously, the remainder won't always be greater than '5', but instead half or more of the divisor.
  4. (untested pseudo-code) Code: if (my_parm % 2 > 5) { // div remainder greater than 5 my_parm = (my_parm / 2) + 1; // round it up}
  5. Don't know if this is the problem, but you're getting a NEW random number for each check, and it's probable that none of them would succeed. What you want to do is: Code: foo = get_ran(1, 1, 6);if (foo == 1) { ...} else if (foo == 2) { ...etc.
  6. Quote: Originally written by GIFTSare2d2: And Just call me Kell, please dont grammer check dialouge. I do all that later once the scripting is soild and done. Then I would suggest replacing the text, when you post here on the boards, with something like "some dialog here". The common assumption on posting code for comments/questions is that it's "fair game" for constructive criticism of any sort. Heck, I LOVE it when someone points out ANY mistake in my code, even if it's just spelling/grammar. That's one less gremlin I need to track down myself.
  7. char_loc_x() and char_loc_y() both need an argument to know which char's location you're trying to get.
  8. Quote: Originally written by Captain Uglyhead: It's the sort of thing you COULD get right after a few reloads, so I guess it's not very good, but I'm sure that you all can think of better ones. Actually, that's A Good Thing, IMO. There are players who get very frustrated with hard-to-solve puzzles. Having a builtin way to bypass the frustration (reloading) helps those players. That's one reason riddles tend to be a popular mechanism for sorta-kinda impeding player progress. They're multiple choice, and by process of elimination, you're guaranteed to get it right in a limited number of tries. That is, if you're blocking progress to a required area. If it's part of an optional quest, make it a hard puzzle and let the people who don't care to puzzle it out just miss out on the fun. Standard disclaimer: That's all just my own opinion, of course...
  9. Quote: Originally written by Kahless25: Also, does anyone know the exact maximum length for strings in dialogue? 255 characters (spaces, punctuation, etc. count). Listen to real conversations... people don't go for long at a time without pausing and giving the other party a chance to jump in. More importantly, players grow bleary-eyed at long, unbroken blocks of text, often skipping them altogether. Do your players a favor and edit those long blocks of text down to something more digestable.
  10. I've never done any BOE programming, so I don't understand what you're saying, Imban. Nor do I intend to, so you don't have to explain, as long as most here understand you. IF the dialog is called from a terrain script at the entry to the area, you can skip the SDF part. Just check the dialog choice and either block_entry(0) or block_entry(1) as appropriate. The original post didn't specify the conditions for calling the dialog, though, so I gave an implementation that should work (albeit with possibly more work than necessary) regardless. Prolly shoulda gone into more detail, but I've been rather rushed of late... EDIT: Just realized I didn't address the "coming back later" part. You can still do that with the solution I gave. Just have the dialog clear the flag (set to 0) if "I want in" is selected, or set it (set to 1) if "I wanna high-tail it outta here" is selected. Then the terrain script would just block_entry(get_flag(x,y)), where x and y are the coordinates of the flag you're using.
  11. 1.) RTFM. Specifically, the call add_item_to_shop() on page 30 of the Appendix. Tells you exactly how to do it. 2.) Set an SDF if they say 'no'. Then have a terrain script on the square block entry if that flag is set.
  12. Put a minus sign in front of the sound number in the call to play it.
  13. I don't know, really, but I'd bet it's the value. That seems the most reasonable way of determining it. More valuable == rarer == harder to identify.
  14. Bit of a shot in the dark (I don't have much time to explore ATM), but try shortening your file names. I don't remember the exact limit, but I know it was stingy. If that's not it and no one else comes up with the answer, I'll see if I can spot the problem when I'm not quite as rushed...
  15. Quote: Originally written by Drakefyre: Alternatively, you can make a special node area the size of the town, and if stepped on, it turns visibility off. Don't think that would work... you have to exit the special rectangle and re-enter it before it would be activated again, since you'd almost certainly already be IN the special rect when you use the item. Very creative idea, though. If you can't get it to work the way you want with the pause() and by adding a coupla force_instant_terrain_redraw()s, you're pretty well going to have to go the route of turning it off at the start of a turn if a particular SDF is set, I think.
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