Search found 3904 matches

by Sophia
Fri Oct 30, 2020 8:39 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Find out if party is empty and player is viewing a mirror?
Replies: 3
Views: 2392

Re: Find out if party is empty and player is viewing a mirror?

Yes, DSB temporarily adds the mirror character to the party in order to inspect them. However, you can combine your check with dsb_current_champion which returns the ppos currently being viewed in a mirror, or nil if you aren't in a mirror. If there's only one character in the party, and that one ch...
by Sophia
Sun Oct 25, 2020 10:04 pm
Forum: Dungeon Master (DM)
Topic: New experiences with an old game...DM
Replies: 111
Views: 63098

Re: New experiences with an old game...DM

I don't know the exact mechanics, but I did experiment as a kid. The VEN/poison potions/bombs are at least [/u] one power level higher than a corresponding poison cloud (OH VEN). So a LO ZO VEN is at least as powerful as an UM OH VEN, if not an ON OH VEN. It might be 1.5 levels higher or even two l...
by Sophia
Thu Oct 22, 2020 12:20 am
Forum: Dungeon Strikes Back (DSB)
Topic: (fixed) Leaky eot_te queue?
Replies: 5
Views: 2942

Re: Leaky eot_te queue?

It actually does. That's pretty good confirmation of what I thought was the problem. When you fall down a pit, the game is temporarily locked, which includes message delivery. DSB was regarding a message in the end of tick timer event (i.e., eot_te ) queue being undelivered as a leak, since end of t...
by Sophia
Wed Oct 21, 2020 11:57 pm
Forum: Dungeon Strikes Back (DSB)
Topic: (fixed) Leaky eot_te queue?
Replies: 5
Views: 2942

Re: Leaky eot_te queue?

Don't worry about it, I think I figured it out.
by Sophia
Wed Oct 21, 2020 7:32 pm
Forum: Dungeon Strikes Back (DSB)
Topic: (fixed) Leaky eot_te queue?
Replies: 5
Views: 2942

Re: Leaky eot_te queue?

Were you testing it in ESB's interactive mode?

Can you give me steps to reproduce it?
by Sophia
Wed Oct 07, 2020 6:36 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Door button offsets
Replies: 9
Views: 4018

Re: Door button offsets

For the moment they only work with wallitems. For 0.78 I'll make them work with the two types of flooritems as well.
by Sophia
Tue Oct 06, 2020 11:03 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Door button offsets
Replies: 9
Views: 4018

Re: Door button offsets

DSB can take unmodified DM 2.x wallsets (compatible with CSBwin) but the most commonly used DSB walls are actually RTC-style combination wallsets that are, strictly speaking, neither DM 2.x nor DM 3.x. They have the perspective of 2.x but are broken into pieces, and also have the bricks arranged so ...
by Sophia
Tue Oct 06, 2020 12:30 am
Forum: Dungeon Strikes Back (DSB)
Topic: Door button offsets
Replies: 9
Views: 4018

Re: Door button offsets

This is by design. Anything with the "DOORBUTTON" renderer_hack won't be drawn on the left side at all. The reason can be seen if you disable the renderer_hack : DSB tries to draw flooritems symmetrically, because that is normally desired, so the left side doorbutton will show up on the le...
by Sophia
Wed Sep 30, 2020 12:40 am
Forum: Dungeon Strikes Back (DSB)
Topic: Nick's BIG DSB thread and Dungeon Re-Master
Replies: 32
Views: 15555

Re: Nick's BIG DSB thread and Dungeon Re-Master

You won't have to reassert the graphics if you use a graphics.cfg rather than pushing your new entries into gfx by hand. Since you're just doing a 1:1 replacement in this case you won't run into the same problems as you did with potions. Anyway, the problem in general with just replacing tables rath...
by Sophia
Tue Sep 29, 2020 1:06 am
Forum: Dungeon Strikes Back (DSB)
Topic: Custom Damage Types (DSB 0.78+)
Replies: 1
Views: 1948

Custom Damage Types (DSB 0.78+)

As of DSB 0.78 you'll be able to add custom damage types. In your custom Lua scripts you'll need to add code like: inventory_info.damage_types = 4 inventory_info.dtype.psychic = 3 This increases the total number of damage types to 4 (health, stamina, mana, and our new type) and adds a new damage typ...
by Sophia
Mon Sep 28, 2020 10:44 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Nick's BIG DSB thread and Dungeon Re-Master
Replies: 32
Views: 15555

Re: Nick's BIG DSB thread and Dungeon Re-Master

I understand how dsb_bitmap_draw and dsb_bitmap_textout work, but the destination value being passed "bmp" I can't work out how to make this be the affected character. TLDR How do I make an equivalent "dsb_heal_popup"? As kaypy explained, you can't really do that directly. The a...
by Sophia
Tue Sep 22, 2020 4:26 am
Forum: Dungeon Strikes Back (DSB)
Topic: Original DM Conversion for DSB?
Replies: 29
Views: 19296

Re: Original DM Conversion for DSB?

At this point there isn't really a supported conversion of DM for DSB, unfortunately. The conversion script that comes with CSB for DSB can probably produce a pretty good DM dungeon, but I'm not sure what aspects still need to be tweaked.
by Sophia
Sun Sep 13, 2020 6:55 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Nick's BIG DSB thread and Dungeon Re-Master
Replies: 32
Views: 15555

Re: Nick's BIG DSB thread and Dungeon Re-Master

No, the only thing rendered on those far left and right squares is the wall. Wallitems and flooritems are not drawn.
by Sophia
Wed Sep 02, 2020 11:35 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Nick's BIG DSB thread and Dungeon Re-Master
Replies: 32
Views: 15555

Re: Nick's BIG DSB thread and Dungeon Re-Master

:arrow: Multiple random attack sounds are already doable. Just pass a table instead of a single sound. For example: -- Make mummies sound much more interesting obj.mummy.attack_sound = { snd.monster_haa, snd.monster_squeak, snd.monster_roar } :arrow: A spotting sound would need to be put into ai_mon...
by Sophia
Mon Aug 31, 2020 8:36 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Couple of quick questions
Replies: 33
Views: 13650

Re: Couple of quick questions

By the way, if you want to preserve lower case letters and also still have spell runes, you can do that in current versions of DSB, as long as your font includes the spell runes starting at ASCII value 129. There's a thread about that here: https://www.dungeon-master.com/forum/viewtopic.php?p=159468...
by Sophia
Mon Aug 31, 2020 7:13 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Couple of quick questions
Replies: 33
Views: 13650

Re: Couple of quick questions

The other issue is that the stats are drawn via sys_render_stats which pulls the font it uses from inventory_info , which is set up before you've done the font replacement. Therefore it still contains references to the old sys_font so that is the one that ends up being used. Here's a fix. I'll make ...
by Sophia
Sun Aug 30, 2020 7:58 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Couple of quick questions
Replies: 33
Views: 13650

Re: Couple of quick questions

You're probably doing it wrong, but without any code I can't tell you what you've done wrong. If you just want to replace graphics, you should probably use graphics.cfg , which is admittedly poorly documented, but the purpose of it is to define associations between DSB's upper case symbolic file nam...
by Sophia
Mon Aug 24, 2020 9:41 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Couple of quick questions
Replies: 33
Views: 13650

Re: Couple of quick questions

I am using dsb_dm.zip as a base. I'm doing a couple of play throughs to make sure the mechanics are intact - so far so good. From just the filename I can't tell what that is. There is a conversion of RTC DM floating around, but it's not the most accurate, and I wouldn't recommend using it as a base...
by Sophia
Sun Aug 23, 2020 7:41 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Couple of quick questions
Replies: 33
Views: 13650

Re: Couple of quick questions

Not meant as a complaint, but sometimes with ESB I have to go hunting in the editor lua, the test dungeons and the base code to try to work out what parameters I can use on different dungeon things. I was guessing as with most sound type objects in any game, there may have been a "vol" pa...
by Sophia
Sat Aug 22, 2020 11:41 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Couple of quick questions
Replies: 33
Views: 13650

Re: Couple of quick questions

DSB formerly did not account for walls but current versions do take walls into account as well when determining the sound volume.
by Sophia
Fri Aug 21, 2020 1:31 am
Forum: Dungeon Strikes Back (DSB)
Topic: Couple of quick questions
Replies: 33
Views: 13650

Re: Couple of quick questions

1. No. Usually the volume is based on position in the dungeon. 2. If no_loop is true then the sound will play once, but that means looping is the default behavior. Is this what you mean by always on? 3. You can have hundreds of them but it's not a good idea to have hundreds of them active . You prob...
by Sophia
Mon Aug 03, 2020 12:08 am
Forum: Dungeon Master (DM)
Topic: Say hello to some familiar friends
Replies: 9
Views: 4300

Re: Say hello to some familiar friends

I was young enough that I came to D&D after having played DM, but I remember noticing this too. Then again it's almost as though the name of the game kind of gives away where they're getting their inspiration from. :mrgreen:
by Sophia
Sun Aug 02, 2020 12:09 am
Forum: Dungeon Master (DM)
Topic: DM mechanics - Azizi through the mirror of dawn
Replies: 66
Views: 31302

Re: DM mechanics - Azizi through the mirror of dawn

Interesting. I noticed this in DSB as well, but at the time I thought it was a bug in DM, not CSBwin. I'll also point out that this issue has less of an effect than you might think because the "damage" value was of lesser importance (compared to the "kinetic energy" or whatever y...
by Sophia
Mon Jul 27, 2020 3:51 am
Forum: Dungeon Master (DM)
Topic: DM mechanics - Azizi through the mirror of dawn
Replies: 66
Views: 31302

Re: DM mechanics - Azizi through the mirror of dawn

That's essentially the best you're ever going to get, because both characters and monsters have a 25% chance of hitting even if they'd "miss" due to the quickness comparison.
by Sophia
Sun Jul 26, 2020 10:57 pm
Forum: Dungeon Master (DM)
Topic: DM mechanics - Azizi through the mirror of dawn
Replies: 66
Views: 31302

Re: DM mechanics - Azizi through the mirror of dawn

The way DM determines your skill level for any given ability is actually a little bit weird. It adds up your base skill xp, your subskill xp, and your temporary xp for that skill, and then divides by 2 and uses the result from the xp table to get your current level. Temporary xp (called tempAdjust i...
by Sophia
Sat Jul 25, 2020 11:59 pm
Forum: Dungeon Master (DM)
Topic: DM mechanics - Azizi through the mirror of dawn
Replies: 66
Views: 31302

Re: DM mechanics - Azizi through the mirror of dawn

Word64 is unused, there is a comment somewhere in Paul's CSB code that states as much. I couldn't find this comment, but I don't think it's true, regardless. Word64 (which I called "ddefense" in DSB) stores a modifier to your defense based on the last attack method that you used, which is...
by Sophia
Sun Jul 19, 2020 11:04 pm
Forum: Dungeon Master (DM)
Topic: Food & Water Consumption.
Replies: 7
Views: 3495

Re: Food & Water Consumption.

Yeah, you're right. Another look at the code reveals it is trickier than it seemed at first glance. Your health recovery is determined by your vitality and your stamina; if you're below 25% stamina, you can't recover health. I was just glancing over it and saw vitality and stamina together and I mis...
by Sophia
Sun Jul 19, 2020 7:30 pm
Forum: Dungeon Master (DM)
Topic: Food & Water Consumption.
Replies: 7
Views: 3495

Re: Food & Water Consumption.

I don't think health affects food/water decrease at all, but stamina definitely does, and mana does due to its effect on stamina. When your stamina is below the maximum, you have the chance to recover some every few ticks, using a formula based on your vitality. DM uses some algorithm that I don't t...
by Sophia
Fri Jul 17, 2020 10:36 pm
Forum: Chaos Strikes Back for Windows & Linux (CSBWin) / CSBuild
Topic: Source code is not making sense.
Replies: 13
Views: 6889

Re: Source code is not making sense.

Oops, my eyes kind of glazed over at all the D6W's. That makes sense.

Hopefully it helps to explain what the code is doing, too! Now I'll have to double check DSB... :mrgreen:
by Sophia
Fri Jul 17, 2020 9:31 pm
Forum: Chaos Strikes Back for Windows & Linux (CSBWin) / CSBuild
Topic: Source code is not making sense.
Replies: 13
Views: 6889

Re: Source code is not making sense.

The relevant code in Christophe's version (line 2180 of CHAMPION.C) has one key difference: A0937_ui_Class = L0940_ps_WeaponInfo->Class; if ((A0937_ui_Class == C000_CLASS_SWING_WEAPON) || (A0937_ui_Class == C002_CLASS_DAGGER_AND_AXES)) { A0936_ui_SkillLevel = F303_AA09_CHAMPION_GetSkillLevel(P650_i_...