Spidweb Posted April 14, 2004 Share Posted April 14, 2004 Just some notes about what is going in when Windows Blades is out (and a Mac update is released to match it). Please do not start incorporating these new calls yet. Wait until you're developing with the new version of the editor. I'll be adding get_energy and all calls missing from the old version. The game should correctly end a player's turn in combat when he/she uses a custom ability that drains action points. I am adding advanced string building calls. Here is the current text that will go into the docs: String Manipulation Calls These calls are designed to give the scenario designer a lot more control over the text displayed to the player. They’re a little complicated, but much more powerful. Blades of Avernum maintains a string buffer. It is a 255 character long chunk of text in memory. You can clear this buffer, append chunks of text to it, and then dump the buffer into a string variable. For example, here is a bit of code. string sample_string clear_buffer(); // empties out the string buffer. append_string("Hello, "); // puts this text into the buffer append_string("friend."); // adds this text to the end of the buffer get_buffer_text(sample_string); // the buffer is copied into string variable sample_string print_str(sample_string); // prints "Hello, friend." to the text area void append_char_name(short which_char) – Appends the name of the character which_char to the end of the string buffer. void append_number(short num) – Appends the number num to the end of the string buffer. void append_string(string source_string) – Appends the text source_string to the end of the string buffer. If the result would be longer than 255 characters, the text is truncated. void clear_buffer() – Empties the text buffer. Sets it to a blank string. void get_buffer_text(string dest_string) – Dest_string must be a string variable. Copies the text in the buffer into dest_string. Link to comment Share on other sites More sharing options...
Newtfeet Posted April 14, 2004 Share Posted April 14, 2004 Cool; the missing link. Probably a dumb question, but can you then change dialogue nodes with this? Link to comment Share on other sites More sharing options...
spyderbytes Posted April 14, 2004 Share Posted April 14, 2004 As we say here in the South *clears throat*, YEEEEEEEEEHAWWWW! I'm especially looking forward to the string manipulation calls. In addition to the intended purpose, I've wished for the capability append_number() will give to simplify debugging. And I think I've made my views on the need for append_char_name() clear already. -spyderybtes Link to comment Share on other sites More sharing options...
Spidweb Posted April 14, 2004 Author Share Posted April 14, 2004 " Probably a dumb question, but can you then change dialogue nodes with this?" Sort of. Remember, you can set dialogue with the message_dialog call. That's sort of what you'll need to do. - Jeff Link to comment Share on other sites More sharing options...
Abu Dhabi Posted April 15, 2004 Share Posted April 15, 2004 hmmm. how about some balancing the spell power? i dont have a mac but i seen people complain about underpowered magic. Link to comment Share on other sites More sharing options...
Lilith Posted April 15, 2004 Share Posted April 15, 2004 I think it's pretty balanced as is, although it'd be nice if Bolt of Fire and Ice Lances improved a little more at higher levels; once one has Lightning Spray and Fireblast, the lesser attack spells aren't very useful. Link to comment Share on other sites More sharing options...
Eldiran Posted April 16, 2004 Share Posted April 16, 2004 No item descriptions, still? Blarg. Ah, well, at least the string calls are extremely powerful and useful. Link to comment Share on other sites More sharing options...
Daravon Posted April 16, 2004 Share Posted April 16, 2004 I miss item decriptions... Link to comment Share on other sites More sharing options...
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