Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Forums > Dungeon Craft - RPG Game Maker
FAQ Calendar Arcade Today's Posts Search

Reply
 
Thread Tools Search this Thread
Old 02-17-2011, 12:14 AM   #1
Funky Dynamite
Zhentarim Guard
 

Join Date: July 11, 2005
Location: Saint Louis, Missouri
Age: 51
Posts: 393
Default movement alteration help

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?
__________________
"Where does he get those wonderful toys...?"
"Why, I sell my soul, of course...."
Funky Dynamite is offline   Reply With Quote
Old 02-17-2011, 04:38 PM   #2
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Default Re: movement alteration help

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.
__________________
manikus is offline   Reply With Quote
Old 02-17-2011, 11:55 PM   #3
Funky Dynamite
Zhentarim Guard
 

Join Date: July 11, 2005
Location: Saint Louis, Missouri
Age: 51
Posts: 393
Default Re: movement alteration help

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?
__________________
"Where does he get those wonderful toys...?"
"Why, I sell my soul, of course...."
Funky Dynamite is offline   Reply With Quote
Old 02-18-2011, 03:06 AM   #4
nologgie
Dungeon Master
 

Join Date: July 3, 2009
Location: Miles off the paved road.
Age: 65
Posts: 94
Default Re: movement alteration help

Quote:
Originally Posted by manikus View Post
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."
MAXMOVE seems to be checked for changes in encumbrance on every move rather than actually recalculated. A hacked movement of 255 (I use 255 because FF is easy to spell) will remain until the character picks up OR drops anything. I've never been able to increase movement rate by legitimate means (i.e. script), so I'd love to see the script(s) for functional boots of speed.

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.
__________________
Temperance is usually nothing more than a lack of motivation.
nologgie is offline   Reply With Quote
Old 02-18-2011, 05:38 PM   #5
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Default Re: movement alteration help

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.
__________________
manikus is offline   Reply With Quote
Old 02-18-2011, 09:01 PM   #6
Funky Dynamite
Zhentarim Guard
 

Join Date: July 11, 2005
Location: Saint Louis, Missouri
Age: 51
Posts: 393
Default Re: movement alteration help

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! Looking forward to it.
__________________
"Where does he get those wonderful toys...?"
"Why, I sell my soul, of course...."
Funky Dynamite is offline   Reply With Quote
Old 02-18-2011, 09:25 PM   #7
Funky Dynamite
Zhentarim Guard
 

Join Date: July 11, 2005
Location: Saint Louis, Missouri
Age: 51
Posts: 393
Default Re: movement alteration help

Nope. even the script I know functions doesn't work. Could it be what i'm putting in the quotes?
__________________
"Where does he get those wonderful toys...?"
"Why, I sell my soul, of course...."
Funky Dynamite is offline   Reply With Quote
Old 02-22-2011, 03:40 PM   #8
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Default Re: movement alteration help

Nope, but it might be what you're not putting in the quotes - try putting 18 in quotes...
__________________
manikus is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Movement bug? Olorin Baldurs Gate II: Shadows of Amn & Throne of Bhaal 3 07-23-2005 10:19 PM
Alteration mastertrainer johnny Miscellaneous Games (RPG or not) 2 09-12-2003 07:42 PM
The alteration of my music taste.. uss General Conversation Archives (11/2000 - 01/2005) 15 07-10-2002 06:08 AM
map movement Mark117 Baldurs Gate II Archives 1 09-10-2001 10:52 AM
Movement Hellwig Baldurs Gate II Archives 1 12-05-2000 01:55 AM


All times are GMT -4. The time now is 10:37 AM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved