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#1 |
Zhentarim Guard
![]() Join Date: July 11, 2005
Location: Saint Louis, Missouri
Age: 51
Posts: 393
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Okay, a while back i addressed some problems I was having with altering a character's max movement. I tried multiple things, nothing works.
Here's the code I've tried to -permanently- change the character's max movement... $RETURN $SET_CHAR_MAXMOVE($IndexOf($Target()),18); Here's the Activation code code I tried to -temporarily- change the movement: $SET_CHAR_ASL($TargetIndex(),"movement18",18-#$GET_CHAR_MAXMOVE($TargetIndex())); $SET_CHAR_MAXMOVE($TargetIndex(),18); I know, it's all kinds of screwed up. Please tell me what I'm doing wrong. I need to know how to permanently change it, temporarily change it, and a Deactivation code. Also is there a way to alter attacks per round? What version is latest? .914?
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#2 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
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How are the scripts being attached to the characters? I would guess a spell in the first instance and an item in the second?
I had created "Boots of Speed" once upon a time - in .914, and they worked. I'm sure I must have used MAXMOVE. The problem with MAXMOVE is that it is recalculated on each step, because it includes any reductions for encumbrance. I think this might be an issue if your character is wearing armor, because the code does not say "Joe is this much encumbered so subtract 3 from movement." It instead says, "Joe is this much encumbered, set movement to 9." On your first script, have your tried it without '$RETURN'? I would also go with $TargetIndex() ('cause it's shorter), but if this is not applied with a spell, you might try '$IndexOf($Myself())'. For the second script, it looks fine for the Activation code, but if it's not working, try '$IndexOf($Myself())'. A deactivation script is just walking backwards through the Activation script, so we need something like: $SET_CHAR_MAXMOVE($TargetIndex(),$GET_CHAR_ASL($Ta rgetIndex(),"movement18")); .914 is still the most recent public release, but in our final push in Beta testing, we're at .930152, which basically is version .99. |
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#3 |
Zhentarim Guard
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Both are item. I haven't tried spells yet. Right now I'm focusing on items. Spells are next on my adgenda.
I use a completely unarmed/unarmored character for testing purposes anyway. Yeah, I figured that. I use a different encumbered system than the rest of you guys, so when fully armored my "Funky" character has a movement of 9. Kinda fits anyway. He and his armor are like spirit bonded, so he's a bit quicker than normal.... Race shouldn't have an effect on the code, should it? I've tried multiple variations on the permanent code, nothing works.... The last variation of the code I tried was: $SET_CHAR_MAXMOVE($TargetIndex(),18) The editor says it's valid, but.... Okay with the activation code, I'm still having problems with. You mentioned using IndexOf Myself.... Where? There's three TargetIndex in the code.... I'm sorry to be so thick... Not being able to do this is very frustrating.... >.< Can I ask what the word/number in quotes in the activation code refers to? is that where the editor is storing the data? And Speaking of 1.0, what features are we going to see? A complete Mage Spell list, I hope? ![]()
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#4 | |
Dungeon Master
![]() Join Date: July 3, 2009
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![]() Instead of than subtracting 3 or setting to 9, I think it should reduce movement by 25% of the base for each level of encumbrance. Thats actually what it does in D&D, and I think it would work pretty well for most CRPG variations. It's kind of late in the game to be messing with the core code, though, at least until after v1.0 is out.
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#5 |
Jack Burton
![]() Join Date: July 13, 2001
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Race does have some effect - like it's hard-coded that Dwarves have a movement of 6, though it can be overwritten in the races.txt file.
I'll have to see if I can track down my Boots of Speed on one of my archive DVDs...it's really been a couple of years since I've used .914. I did keep everything, though, and most of it is even labeled. ![]() Does the Activation code work? Try substituting something you know does work, like changing DEX. The Deactivation code should be pretty much exactly as I laid out in my earlier response. If it turns out I'm completely wrong about MAXMOVE working, I apologize. You wil be able to change the movement rate in version 1.0. ![]() As far as what encumbrance actually does, I think that after version 1.0 comes out, this is one of the things that will be scripted. ![]() What does version 1.0 have to offer that's new? How about a new Special Ability system that is completely script driven. All databases are now dynamic, so if you change something it takes effect immediately and with all saved games and created characters. All of the major bugs are fixed and missing features added. ![]() ![]() ![]() |
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#6 |
Zhentarim Guard
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But would race keep a script from working? My test character is a gnome....
If you find anything, float it to me. Okay. I was having problems with altering some of the other attributes too. I finally somehow the DEX script to work, after a bit of hard tinkering. (Testing over and over with slight variations every time. Yeah, I know, that's what you have to do....) I'll try the DEX script and see if it works.... Excellent! ![]()
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#7 |
Zhentarim Guard
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Nope. even the script I know functions doesn't work. Could it be what i'm putting in the quotes?
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"Where does he get those wonderful toys...?" "Why, I sell my soul, of course...." |
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#8 |
Jack Burton
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Nope, but it might be what you're not putting in the quotes - try putting 18 in quotes...
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