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#21 | |
Jack Burton
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Location: Stumptown
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#22 |
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I was confusing step events with placed events. If it only has to look at 0-4 surrounding walls that would not be too hard.
Edit: You will need to encode for cases like teleporting, overriding the wall step event. Last edited by Shadow Stranger; 04-28-2010 at 09:24 PM. |
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#23 |
Drow Warrior
![]() Join Date: July 8, 2003
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We might have to add some sort of global
ASL entry that remembers the latest mode of transportation. We could even put the wall type in there for you to make things simpler. Those kind of things are very 'local' and easy to add / debug / document. Adding a new event type is very much more painful. |
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#24 |
Symbol of Cyric
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Seems to me that you would not need to. You simply set a flag variable in a quest or ASL (since I've been asked what this means before, I'll tell you: a flag variable is slang (?) for a true/false type of variable, as in the variable will always be either zero or one). Something like this:
event: quest "teleport_use" = 1 event teleport event chain at local location (if teleport_use = 1 then... blah blah - you know what goes here) event: utilities quest "teleport_use" = 0 ST
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#25 |
Drow Warrior
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If you are telling me that you can make it work
without my help, I am willing to believe. ![]() But I am also willing to do simple things that make life a lot easier for you. 'Tis all a tradeoff and everything has its price. Let me know if things get too messy and a little help would make a big difference. |
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#26 |
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Okay, I ported the Dark Queen of Krynn walls to a DC design. If anyone wants to try placing step events, the design can be found at:
http://ua.reonis.com/index.php?topic=981.msg9310#new At some point I will need to correct a lot of the backgrounds. The design currently only contains the walls, none of the events. You will find that level 22 is the Tower of Flame. |
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#27 |
Symbol of Cyric
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=== Re-jacking this thread back to the topic of step-thru event. ===
Now that I've played around with this I have run into a problem. How do you "read" a wallslot? I mean, as designer I have creative control so I should know where my walls are, but is there a way to check conditionally? Like looking at Manikus' tutorial I see how to change walls with logic block, it shows how to change a wallslot into another (the empty/blank wall) and back. I see on the logic block event that the input "gates" have Level ASL as a choice, and that seems like the right idea; but how do you set that up? I mean, I think it might work if I set up ONE event to look at the "$Wall,3,5,north" and see if that is equal to wallslot 3. By that logic (if it worked, since I haven't tried this do to my logic of the rest of this statement...) I would have to have a logic block event for 96 wallslots x 4 directions x "10 x 10" ( 10x10 being minimum size level)? 38400 events? Manikus did say that we can cut and paste events... ![]() Ok, how about this: The ASL scripts all come in pairs (get and set): $GET_PARTY_ASL(String) $SET_PARTY_ASL(String, String) $GET_CHAR_ASL(String, String) $SET_CHAR_ASL( String, String, String ) $GET_GLOBAL_ASL(String) $SET_GLOBAL_ASL(String, String) $SET_LEVEL_STATS_ASL( String, String, String ) $DELETE_LEVEL_STATS_ASL(String, String) and I see there is a script that says $SET_LEVEL_STATS_ASL( String, String, String ) with string string string logically being $SET_LEVEL_STATS_ASL(level, stat, value). I do NOT see a get_level_stats_asl, so I'm stumped on this side as well. Any Ideas? What would work for this AFAIK would be a $GET_LEVEL_STATS_ASL(level, stat) script, which we don't have ![]() ST ps, If you know how to do this please tell me
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#28 |
Drow Warrior
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Hmmmmm. a curious omission.
No idea why that happened. Perhaps the 'LEVEL_STATS' were added much later than the others and I only added what I needed to produce a demo. $GET_LEVEL_STATS_ASL will be added. If you are doing work with DC, perhaps now is the time to start using the soon- to-be-released versions. It could use some testing outside of the development team. If so, let me know and I will supply a version with your needed function. That is, if Manikus says it is all right. |
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#29 | |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
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![]() Also, ST, you don't need to check for every wall and door for a sound, only that special one or two - it's easier to check for one or two, as a step or zone event than doing what you're suggesting, still Paul has a great solution. ![]() |
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#30 | |
Drow Warrior
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There is a $SET_LEVEL_STATS_ASL already. IS that what you mean? Or what? |
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