Xoram's Tower mod
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- dragonbait
- Stalker
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- Joined: Mon Apr 10, 2006 3:07 pm
I updated the labyrinth doorways so they look a bit less 2D /flat. at least when viewing from a distance. haven't had much updates though since ive been sick. There's a terrible bug going around at work.
Last edited by dragonbait on Wed Dec 21, 2011 8:45 pm, edited 1 time in total.
- Rickstavern
- Black Claw
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Just taking a quick look through here.
Sorry that I don't have a better example.
I still hope to see the finished project someday. I hope that it will be ready by the time I'm ready to play DW again. I need to find all my old code and clean it up. Just not sure where I archived it to...
Use the grid flags to reuse the same script in multiple locations. This allows for scripted events that you only want to occur once per location.Is there a way to make a battle script that is usable more than once
Code: Select all
global lFlagU
lFlagU = getTag(e, "lFlagU")
if (lFlagU != 0):
return 1
else:
YOURCODEHERE
setTag(e, "lFlagU", 0xFFFFFFFF)
return 1
I still hope to see the finished project someday. I hope that it will be ready by the time I'm ready to play DW again. I need to find all my old code and clean it up. Just not sure where I archived it to...
- dragonbait
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- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
I'll have to try this out. I still have 25 squares that need events (mostly combat) in the Labyrinth. + 2 more levels on the tower needed.Rickstavern wrote:Just taking a quick look through here.
Use the grid flags to reuse the same script in multiple locations. This allows for scripted events that you only want to occur once per location.Is there a way to make a battle script that is usable more than once
Sorry that I don't have a better example.Code: Select all
global lFlagU lFlagU = getTag(e, "lFlagU") if (lFlagU != 0): return 1 else: YOURCODEHERE setTag(e, "lFlagU", 0xFFFFFFFF) return 1
I still hope to see the finished project someday. I hope that it will be ready by the time I'm ready to play DW again. I need to find all my old code and clean it up. Just not sure where I archived it to...
[quote="dragonbait"]I updated the labyrinth doorways so they look a bit less 2D /flat. at least when viewing from a distance. haven't had much updates though since ive been sick. There's a terrible bug going around at work.
here's a screenshot of the updated labyrinth.
[note: removed at Dragon's request due to spam issue]
that's a cool-looking graphic.. you guys never (ok, Rarely) cease to amaze me. And Growlers, by their cooly unflappable natures, are not easy to impress. 8)
hope ya found an elixir to kick that dastardly bug!
here's a screenshot of the updated labyrinth.
[note: removed at Dragon's request due to spam issue]
that's a cool-looking graphic.. you guys never (ok, Rarely) cease to amaze me. And Growlers, by their cooly unflappable natures, are not easy to impress. 8)
hope ya found an elixir to kick that dastardly bug!
Last edited by Growler on Thu Dec 22, 2011 5:28 pm, edited 1 time in total.
No Contraries : No Progression.
Opposition is true friendship, unless one is opposed to true friendship or (try) Resisting here http://www.cafepress.com/notheresistor
Opposition is true friendship, unless one is opposed to true friendship or (try) Resisting here http://www.cafepress.com/notheresistor
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
Hi Rick: I tried out the code and other variations of it. So far I got the code below to "sort of" work. I can place the script onto multiple locations, though every time I walk on each of the selected squares, or even stand and move in a circle on one of those squares a battle will prompt. Any ideas on how to be able to have this script so that when i step on the square, a battle initiates, then once the monsters are defeated, the battle doesn't reappear on that particular square but still waits to be activated on other squares? So close but not quite there yet.
Code: Select all
# xl hell hounds
from eventAPI import getTag, setTag
from APIUtils import *
xlhh=0
def fireEvent(e):
global xlhh
xlhh = getTag(e, "xlhh")
if (xlhh == 1):
return 1
else:
showMessage(e, ["Hellhounds pounce on you!!!."])
fightThem(e)
def fightThem(e):
combatRet = combat(e, [("hellhound", 12, 6, 10)])
if (combatRet == 1):
wonFight(e)
elif (combatRet == 3):
lostFight(e)
else:
ranAwayFight(e)
def wonFight(e):
global xlhh
showMessage(e, ["You send the hounds back where they came from!"])
setTag(e, "xlhh", 0xFFFFFFFF)
return 1
def lostFight(e):
showMessage(e, ["You're dog food."])
def ranAwayFight(e):
showMessage(e, ["You can't escape."])
fightThem(e)
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
hey origen+chaney,
I'll have to look into the tutorials again. I really wish I had the motivation like I did with "The Basement". The "Xoram's Tower" is still in the back of my mind + on my list of things to do. At this point I just wish it was done+finished + wish I had designed it to be a much smaller quest instead of what it is turning out to be.
I'll have to look into the tutorials again. I really wish I had the motivation like I did with "The Basement". The "Xoram's Tower" is still in the back of my mind + on my list of things to do. At this point I just wish it was done+finished + wish I had designed it to be a much smaller quest instead of what it is turning out to be.
Last edited by dragonbait on Wed Dec 21, 2011 8:47 pm, edited 1 time in total.
- dragonbait
- Stalker
- Posts: 775
- Joined: Mon Apr 10, 2006 3:07 pm
Thanks a million Origen!
Last edited by dragonbait on Wed Dec 21, 2011 8:48 pm, edited 1 time in total.
..and Growler voted eons ago, yo!
kick that orc arse!
kick that orc arse!
No Contraries : No Progression.
Opposition is true friendship, unless one is opposed to true friendship or (try) Resisting here http://www.cafepress.com/notheresistor
Opposition is true friendship, unless one is opposed to true friendship or (try) Resisting here http://www.cafepress.com/notheresistor