Eating filter (CSBwin)

Discuss Chaos Strikes Back for Windows and Linux, an unofficial port of Chaos Strikes Back to PC by Paul Stevens, as well as CSBuild, an associated dungeon editor.

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Zyx
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Post by Zyx »

I tried &CHAR@ but it crashes the game. (CSBwin98v29)

I was just toying with the idea of monsters putting to sleep the party. Paralyzing would be nice too!
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Paul Stevens
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Post by Paul Stevens »

tried &CHAR@ but it crashes the game
I cannot make it crash. Perhaps you need to send me
a test case.
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Post by Paul Stevens »

I tried &CHAR@ but it crashes the game.
Try CSBwin98v31.

Naturally the debug version worked OK. Only the release failed.
Life in the big city.
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Post by Zyx »

Paul, should we expect new features soon?
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Paul Stevens
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Post by Paul Stevens »

I have some cards with ideas. But I am not doing a lot of work
on the program these last few weeks. If there is something you
really need, let us talk about it. One thing at a time, please --- it
makes success seem more attainable
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Post by Zyx »

Right now I'm stuck, waiting.... A &CHAR! operation would allow me to keep designing, at least for stats like food, water, hp, mana, and stamina.
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Post by Paul Stevens »

OK. Food, Water, HP, mana, stamina.

I'll start looking into it. There are some rather dire effects if
carried too far......like HP going to zero. So I either have to limit the
modifications or make it work right. I'll let you know what I encounter
in the way of difficulties.
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Paul Stevens
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Post by Paul Stevens »

Try CSBuild 1.73 and CSBwin 9.8v32 and the new documentation.

I found some other places in the program that set these variable
and tried to copy. 0 HP even does the right thing in my test.
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Post by Zyx »

Thank you. I'll start designing and test the CHAR!.

May I ask for another feature now, like, for example, a way to cast death clouds and fluxcages (a &THROW would fit me)?
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Post by Paul Stevens »

dianneandpaul.net/CSBwin

FeedingFilter.rar has CSBwin9.8v33
CSBuild174.rar

I'm not too sure what is in there. My notes say:
&RANDOM
&THROW -121 works
Add item to monster
generator reactivate does not activate once-only pads
&char@
Fix armor resistance accumulating and overflowin
get/set broken/cursed/charges
&CREATECLOUD
Prevent counter/generator confusion on open cell
&CHAR!
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Post by Zyx »

For &CREATECLOUD , what are the values for the different types of cloud?
I saw that 50 is fluxcage, but couldn't find the others.
To &ADD an item to a monster, the location must be -IDmonster?
Oh, and what happens if the damage of a missile or the size of a cloud is above 255?
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Paul Stevens
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Post by Paul Stevens »

what are the values for the different types of cloud
o &ADD an item to a monster, the location must be -IDmonster
oooops. Forgot to upload the documentation. It is there now
what happens if the damage of a missile or the size of a cloud is above 255
I think it simply gets truncated to 8 bits.
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Post by Zyx »

I cannot &ADD a scroll to a monster. I cannot &DEL a scroll.
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Paul Stevens
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Post by Paul Stevens »

That, Good Buddy, is difficult. The runtime engine has no facility
for inserting/deleting text. And you know how the text is packed into
the game file. Extremely messy.

What we could do is provide a way to move objects from one place to
another. Sort of an enhanced teleporter with source and destination
expanded to include monsters, character possessions, cursor. Would this
serve your purpose?
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Post by Zyx »

Yes, since I was &ADDing and then &DELeteting.
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beowuuf
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Post by beowuuf »

Is it just me or can I already see zyx workling out how to use the above teleporter idea to create monsters picking up dungeon objects (even from alcoves) or creating alternate gigglers that can remove items from the party from anywhere aswell as their normal attacking ability...
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Post by Paul Stevens »

cannot &ADD a scroll to a monster. I cannot &DEL a scroll.
I posted proposed documentation for the &MOVE operation.

http://www.dianneandpaul.net/CSBwin/doc ... _MOVE.html

I will start work on it right away but let me know if you see any
problem, inconsistencies, missing cases, etc.
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Post by Zyx »

Beo: yes, something like that... Gigglers will be a real nuisance. But you'll see soon enough... since you're the first beta tester!

Seems right to me. And very versatile. If the operation doesn't succeed because the destination is full, nothing happens, then, the object is not deleted, i presume?
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Post by Paul Stevens »

The latest ViewFilter.rar has demonstrations of all the &MOVE
sources and destination. The documentation has been updated,
mostly the error codes for the &MOVE. There are undoubtedly going
to be problems but at least the simple cases work.

The &MOVE took about 700 lines of code. We cannot afford too many
more of these. CSBwin will become a multi-megabyte executable.
If the operation doesn't succeed because the destination is full, nothing happens,
That is right. It is all or nothing.
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Post by Zyx »

it seems to be working but I cannot put an &MOVE operation in the DSA with the latest CSBuild version 1.82.
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Paul Stevens
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Post by Paul Stevens »

I have no idea where those changes went.

The ViewFilter.rar I posted today has CSBuild1.84 and
it seems to work.
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Zyx
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Post by Zyx »

Well, sorry but no: it still has CSBuild 1.82.
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Paul Stevens
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Post by Paul Stevens »

I was very careful. I downloaded it and tried it before telling you
to try it. It worked just fine. It is version 1.84.

So I erased it from my hard drive and downloaded it again.
It is version 1.84 and it works just fine.

Are you sure you are getting the right file?

http://www.dianneandpaul.net/CSBwin/ViewFilter.rar
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Post by Zyx »

I tried several times downloading it with firefox and always got version 1.82.
Then I tried with a download manager: I got version 1.84.

I wasn't aware of this kind of cache. So I cleared my internet temporary files and could download it correctly. Thank you for your time.
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Post by cowsmanaut »

I too have experienced this.. but it was with IE on service pack2. It refused to download the new version of a file I had uploaded here.

very odd.. :(

I'd like to know what causes this..

(sorry for the OT.. but had to make my comment on this :) )

moo
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Post by Zyx »

&TeleportParty doesn't take into account the position in the location parameter, it always forces the party to look north.

&TeleportParty leaves wrong coordinates in the trace for level after 15th.
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Post by Zyx »

Could you add a search function for cursed/broken/poisonned items in CSBuild?
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Post by Paul Stevens »

&TeleportParty doesn't take into account the position in the location parameter
It tries to turn the party. Relative to the current direction.
Should we use the override (OP) to force a particular
direction rather than a particular rotation?
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Post by Paul Stevens »

&TeleportParty leaves wrong coordinates
Those are hexadecimal numbers. The entire trace file
uses hexadecimal numbers. Except the DSA traces which
I made decimal for human consumption. The DSA trace
is interrupted by a 'standard' trace in hexadecimal.

What can I do? If it is too confusing, the only alternative
is to make the DSA traces hexadecimal, too. That would at
least be consistent. I'll let you decide. I am not going to
add '0x' in front of all hexadecimal numbers. That is not one
of your choices. It can stay as it is or be all hexadecimal.
I vote for all hexadecimal. Should we have a poll? :wink:
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Post by Zyx »

No problem with the hex. But look at this trace:
&TeleportParty Teleporting object ffff from 02(1b,0b) to 12(1b,0a)
It should say:
&TeleportParty Teleporting object ffff from 12(1b,0b) to 12(1b,0a)

---

So, if I &teleportparty with direction north, its position remains the same? then it's perfect!
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