Search found 3638 matches

by Sophia
13-Nov-18 23:48
Forum: Dungeon Strikes Back (DSB)
Topic: Questions about DSB/ESB
Replies: 284
Views: 26185

Re: Questions about DSB/ESB

You'd need to edit the inventory_info table in base/inventory_info.lua and define some new slots. The current quiver slots are sequential but there is no rule they have to be, so I'd recommend just putting your new slots in at the end. You can start at MAX_INV_SLOTS . (Don't redefine this variable t...
by Sophia
12-Nov-18 20:32
Forum: Dungeon Strikes Back (DSB)
Topic: Questions about DSB/ESB
Replies: 284
Views: 26185

Re: Questions about DSB/ESB

You could build it entirely with dungeon mechanics for that authentic DM feel, but you'd end up with the sort of crazy mess of mechanics and actuators that made me add Lua scripting as such an integral part of the game in the first place. :mrgreen: My suggestion is to make a ra_door_controller arch ...
by Sophia
12-Nov-18 03:39
Forum: Dungeon Strikes Back (DSB)
Topic: Questions about DSB/ESB
Replies: 284
Views: 26185

Re: Questions about DSB/ESB

That's clever, but it's unfortunately not going to work. You aren't running into any recursion issues and there is nothing inherently wrong with setting that up that way, but the problem is that DSB doesn't bother to try to serialize lambda functions, so it's not going to survive a save and load. Yo...
by Sophia
12-Nov-18 03:18
Forum: Dungeon Strikes Back (DSB)
Topic: Problems with sys_font
Replies: 5
Views: 48

Re: Problems with sys_font

The sys_font in the DSB graphics download is constructed that way for me when I tried to import it into Paint Shop Pro 9. My guess is that PCX is such an ancient, weird format that whatever you're using isn't importing it properly, or is perhaps trying to be too clever (reducing a 256-color image th...
by Sophia
10-Nov-18 01:02
Forum: Dungeon Strikes Back (DSB)
Topic: Questions about DSB/ESB
Replies: 284
Views: 26185

Re: Questions about DSB/ESB

Actually, no!

There hasn't been a need for it until now. I guess there still isn't, actually. :mrgreen:
by Sophia
9-Nov-18 23:24
Forum: Dungeon Strikes Back (DSB)
Topic: Problems with sys_font
Replies: 5
Views: 48

Re: Problems with sys_font

I had a post but the forum ate it, and I don't really feel like retyping, so this will be kind of short. You need a 256 color image where index 0 is the background of each character, index 1 is the foreground, and index 255 is the spacer between each characters. As we've noticed already, the font ha...
by Sophia
9-Nov-18 22:09
Forum: Dungeon Strikes Back (DSB)
Topic: Zoable doors?
Replies: 6
Views: 68

Re: Zoable doors?

As you have already seen, the DSB port of the FTL DM dungeon has a flag set that only draws wallitem per wall. Clicks on that one wallitem are propagated to all other wallitems at the same location on the same tile. This is not how DSB ordinarily works, but it was easier to just pop in this hack rat...
by Sophia
8-Nov-18 23:42
Forum: Dungeon Strikes Back (DSB)
Topic: Bug: Monsters can be heard too far away
Replies: 20
Views: 2244

Re: Bug: Monsters can be heard too far away

Unfortunately, there is no good way to modify a complex function. The best you can do is to look for a smaller function to modify, or probably talk to me and I'll try to put in a hook or event or something to help you. I think writing your own local_sound is probably the best idea, as long as it's n...
by Sophia
8-Nov-18 23:39
Forum: Dungeon Strikes Back (DSB)
Topic: Zoable doors?
Replies: 6
Views: 68

Re: Zoable doors?

The thing that tells the code that a given button is a doorbutton is the door_actuator property being set on the arch. So if you set this property to false it will no longer be considered a doorbutton.
by Sophia
8-Nov-18 19:37
Forum: Dungeon Strikes Back (DSB)
Topic: Zoable doors?
Replies: 6
Views: 68

Re: Zoable doors?

The zoable exvar isn't used anywhere else in the base code because it's just something you'd set on the door, and only the zo spell's code would care about it. Right now, a door can be opened with a zo spell if it is set zoable or if it has a button. So if neither of these two conditions are met, th...
by Sophia
7-Nov-18 21:23
Forum: Dungeon Strikes Back (DSB)
Topic: Bug: Monsters can be heard too far away
Replies: 20
Views: 2244

Re: Bug: Monsters can be heard too far away

I completely disagree about the magnitude of this problem but this is honestly the strength of DSB. If you don't like how I've done something, you don't have to endlessly argue or just accept that's how it's going to be; almost everything is exposed to Lua so you can modify things however you'd like...
by Sophia
4-Nov-18 01:10
Forum: Dungeon Strikes Back (DSB)
Topic: Can I dynamically change the gfx of a creature instance?
Replies: 6
Views: 92

Re: Can I dynamically change the gfx of a creature instance?

The short answer is that the first one is right and the second one is wrong... but you probably already knew that, since it makes DSB crash. The colon tells Lua to create a self parameter that refers to whatever table the function belongs to. It's just a handy shorthand. However, if the calling code...
by Sophia
3-Nov-18 23:08
Forum: Dungeon Strikes Back (DSB)
Topic: Can I dynamically change the gfx of a creature instance?
Replies: 6
Views: 92

Re: Can I dynamically change the gfx of a creature instance?

If a group type isn't set, it's assumed to be GT_SELF_ONLY, which means that the monster will only group with itself. If you want different archetypes to be able to group up, that isn't what you want, so no, you'll have to set your own group type. Numbers above 100 aren't used by the core code and n...
by Sophia
3-Nov-18 19:22
Forum: Dungeon Strikes Back (DSB)
Topic: Can I dynamically change the gfx of a creature instance?
Replies: 6
Views: 92

Re: Can I dynamically change the gfx of a creature instance?

Changing the images in obj won't generally work because the images are cached, and you don't really want to do this anyway because you're changing the image for the whole archetype. Using different images for different attack methods is well-supported in DSB. Basically, you just specify an array of ...
by Sophia
31-Oct-18 22:47
Forum: Dungeon Strikes Back (DSB)
Topic: trigger_controller request / discussion
Replies: 9
Views: 489

Re: trigger_controller request / discussion

The initial bits are simply that: they are the starting state of the trigger_controller 's bits. After the game has actually started, aside from a reset message, they're completely ignored. For example, let's say a trigger_controller has initial bits of {true, false, false, false} and target bits of...
by Sophia
31-Oct-18 22:06
Forum: Dungeon Strikes Back (DSB)
Topic: trigger_controller request / discussion
Replies: 9
Views: 489

Re: trigger_controller request / discussion

There is a third set of bits for each trigger_controller , which is the current bits. When the player first enters the dungeon, the current bits for every trigger_controller are set equal to the initial bits. Messages to the trigger_controller with an appropriate data parameter will modify these cur...
by Sophia
31-Oct-18 21:52
Forum: Dungeon Strikes Back (DSB)
Topic: Moving things in ESB once placed?
Replies: 5
Views: 66

Re: Moving things in ESB once placed?

Ok, thanks. I understand what's wrong now. A "movable wall" in DSB is really more of a wall controller than a wall in itself. It's just an ordinary flooritem. If you want the tile to be a wall, it needs to actually be a wall. Placing a "movable wall" on an empty tile is out of sync, and it won't act...
by Sophia
31-Oct-18 19:15
Forum: Dungeon Strikes Back (DSB)
Topic: trigger_controller request / discussion
Replies: 9
Views: 489

Re: trigger_controller request / discussion

The bits for a trigger_controller emulate the AND/OR gate from FTL DM. Zyx explains AND/OR gates here . The big difference between DM and DSB is that all that hacky positional stuff is gone. You can simply choose which bit(s) to set or clear directly, which is what the exvar of "data = x" does; it i...
by Sophia
31-Oct-18 19:08
Forum: Dungeon Strikes Back (DSB)
Topic: Doors not cropped at 'front3' view
Replies: 7
Views: 169

Re: Doors not cropped at 'front3' view

240 is a number I decided on semi-arbitrarily as being "full size."
by Sophia
31-Oct-18 19:06
Forum: Dungeon Strikes Back (DSB)
Topic: Moving things in ESB once placed?
Replies: 5
Views: 66

Re: Moving things in ESB once placed?

Any drag-drop or shifting around would use the same underlying mechanism as cut-and-paste, so if there's a problem with cut-and-paste, that needs to be addressed first, not simply dismissed as "buggy and unreliable." I've never once had a problem with it. If you can give me some instructions as to h...
by Sophia
28-Oct-18 19:36
Forum: Dungeon Strikes Back (DSB)
Topic: (currently not possible) Request for improvements to font manipulation
Replies: 2
Views: 67

Re: Request for improvements to font manipulation

Unfortunately, this isn't really possible due to DSB's reliance on Allegro's text drawing routines, which are... not the greatest.
by Sophia
26-Oct-18 23:28
Forum: Dungeon Strikes Back (DSB)
Topic: DM2 table weird in DM dungeon
Replies: 4
Views: 88

Re: DM2 table weird in DM dungeon

ESB Options -> Lock flooritems to center of tile
by Sophia
26-Oct-18 23:27
Forum: Dungeon Strikes Back (DSB)
Topic: Doors not cropped at 'front3' view
Replies: 7
Views: 169

Re: Doors not cropped at 'front3' view

Ok, I'll use near/med/far instead of numbers. The xscale/yscale numbers are used in the following formula: size = (actual_size * scale) / 240 For example, the far view's x and y scale values are 120, so 120/240 would mean it's half size. If you wanted a more DM style door you could reduce the value ...
by Sophia
26-Oct-18 21:16
Forum: Dungeon Strikes Back (DSB)
Topic: DM2 table weird in DM dungeon
Replies: 4
Views: 88

Re: DM2 table weird in DM dungeon

I've never seen that happen. Are the source images both the same size?
by Sophia
26-Oct-18 21:01
Forum: Dungeon Strikes Back (DSB)
Topic: Doors not cropped at 'front3' view
Replies: 7
Views: 169

Re: Doors not cropped at 'front3' view

Thanks for all this. I was just expecting one screenshot but this level of detail really helped a lot! I think a big problem is that there are a lot of parameters that are hardcoded that look decent with the DM dungeon but were mostly numbers I came up with via trial and error, and they might not wo...
by Sophia
23-Oct-18 17:49
Forum: Dungeon Strikes Back (DSB)
Topic: Original DM Conversion for DSB?
Replies: 25
Views: 1102

Re: Original DM Conversion for DSB?

I appreciate Christophe's efforts to preserve the old files but those old dungeons are ports of the RTC versions rather than direct ports. However, they had all of the bugs of the RTC port and introduced a few more of their own when porting to DSB... and thus probably shouldn't be used nowadays. And...
by Sophia
22-Oct-18 02:15
Forum: Dungeon Strikes Back (DSB)
Topic: Doors not cropped at 'front3' view
Replies: 7
Views: 169

Re: Doors not cropped at 'front3' view

It is definitely hard to spot with the default graphics.

Can you post a screenshot with your own graphics showing what you mean?
by Sophia
11-Oct-18 17:45
Forum: Dungeon Strikes Back (DSB)
Topic: Better wall writing...?
Replies: 11
Views: 233

Re: Better wall writing...?

As you probably already understand, a message is just how one inst can send information or commands to another inst. For example, a button telling a door to open, or a pressure pad telling a monster generator to generate some monsters, or whatever. A "message" is really just a set of integers: a mes...
by Sophia
11-Oct-18 17:38
Forum: Dungeon Strikes Back (DSB)
Topic: (done) Specify med/far views for wallitems?
Replies: 8
Views: 260

Re: (done) Specify med/far views for wallitems?

I'll modify it to check for a side_near if near_side isn't found.
by Sophia
11-Oct-18 17:37
Forum: Dungeon Strikes Back (DSB)
Topic: (resolved) Issue with wallset identifiers
Replies: 2
Views: 126

Re: Issue with wallset identifiers

I think you'll need to post more code. The result of what you posted should be identical so something else is going wrong.