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Posted: Mon Mar 10, 2008 11:00 am
by 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.

Posted: Mon Mar 10, 2008 11:02 am
by chaney
Yeah, everyone has been a leper here too. lol. Glad to see some progress though. :)

any progress? :)

Posted: Sun Apr 06, 2008 3:08 am
by chaney
any progress yet?

Posted: Mon Apr 07, 2008 12:29 pm
by Rickstavern
Just taking a quick look through here.
Is there a way to make a battle script that is usable more than once
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.

Code: Select all

   global lFlagU
   lFlagU = getTag(e, "lFlagU")
   if (lFlagU != 0):
      return 1
   else:
      YOURCODEHERE
   setTag(e, "lFlagU", 0xFFFFFFFF)
   return 1
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...

Posted: Mon Apr 07, 2008 12:35 pm
by chaney
ALRIGHT RICK!!! Glad to see you are still around.

Posted: Mon Apr 07, 2008 1:38 pm
by dragonbait
Rickstavern wrote:Just taking a quick look through here.
Is there a way to make a battle script that is usable more than once
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.

Code: Select all

   global lFlagU
   lFlagU = getTag(e, "lFlagU")
   if (lFlagU != 0):
      return 1
   else:
      YOURCODEHERE
   setTag(e, "lFlagU", 0xFFFFFFFF)
   return 1
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...
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.

Posted: Mon Apr 07, 2008 10:02 pm
by Growler
[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! :wink:

Posted: Thu Apr 10, 2008 3:18 pm
by dragonbait
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) 

Posted: Tue May 06, 2008 3:03 pm
by chaney
any more progress....whine, whine, whine. :cry: :cry:

Posted: Tue May 06, 2008 4:21 pm
by origen
I have never used it before, but it sounds like you may want to use the "lflagS" variable, instead of your custom one. It explains a little about it in the Scripting tutorial that was with the toolkit.

Posted: Tue May 06, 2008 6:33 pm
by dragonbait
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.

Posted: Tue May 06, 2008 8:01 pm
by origen
I just tied you for first. I enjoyed the site, the few times I have been able to stop by.

Posted: Tue May 06, 2008 8:16 pm
by dragonbait
Thanks a million Origen!

Posted: Wed May 07, 2008 10:25 am
by chaney
Added my vote as well.

Posted: Fri May 09, 2008 10:18 pm
by Growler
..and Growler voted eons ago, yo!
:P

kick that orc arse!