Monster moving filter (CSBwin)

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beowuuf
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Post by beowuuf »

It is in the archives section because iti was a large thread that dealt with the buildign up of the code of the filter

Like many of the CSBwin threads similar, ti was cluttering up the forum front page blockign other info posts and would not be read by most people

I actually think that startign a new thread in the CSBwin forum would be prefereable, thoguh I never had the tiem to dig out any information form here first I'm afraid
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Post by Adamo »

I usually use the
http://www.dungeon-master.com/forum/vie ... hp?t=25391
thread, as it has many usefull links to older discussions.
The problem is that some filter discussions are spread between different threads, so it requires a bit of searching. I hate to search the forums, as I hate to search in general - google makes me mad ;)
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Post by Adamo »

I found it in docs: http://www.dianneandpaul.net/CSBwin/doc ... ilter.html and don`t quite understand what is

Code: Select all

enum MONSTEREVENTS
{
  MDF6TI_turnMonsterTowardParty                   = 0,
  TMAG_tunrMonsterGroup                           = 1,
  TMAG_turnMonsterGroup                           = 2,
  PIn_turnMonsterGroup                            = 3,
  PIn_moveTwoSquaresSucceeded                     = 4,
  PIn_moveTwoSquaresFailed                        = 5,
  SF_greaterThanSmellingDistance                  = 6,
  SF_return                                       = 7,
  SF_DeleteTimersMaybeSetFear                     = 8,
  SF_timeFuncMinusThree                           = 9,
  SF_TurnMonstersAsGroup                          = 10,
  SF_IncrementTime                                = 11,
  PIAF_processInvincible                          = 13,
  PIAF_standardFinish                             = 14,
  T524_possibleMove                               = 15,
  T524_moveSucceeded                              = 16,
  T524_moveFailed                                 = 17,
  T524_processInvincibleAndFinish                 = 18,
  T524_mabeDeleteTimersFear6TurnIndividuals       = 19,
  T524_ProcessInvincibleAndFinish                 = 20,
  IC29to41_atLeastOneMemberAlreadyDead            = 21,
  IC29to41_damageMonsterSucceeded                 = 22,
  IC29to41_atLeastOneMemberAlreadDead             = 23,
  IC29to41_damageMonsterFailed                    = 24,
  IC29to41_randomMoveSucceeded                    = 25,
  IC29to41_randomMoveFailed                       = 26,
  IC29to41_doNothing                              = 27,
  IC29to41_exitFalse                              = 28,
  TT29to41_TT31                                   = 29,
  TT29to41_fear5or6                               = 30,
  TT29to41_TT30                                   = 31,
  TT29to41_fear5or6doNothing                      = 32,
  TT29to41_TT30turnAsGroup                        = 33,
  TT29to41_TT30deleteTimersMaybeSetFear           = 34,
  TT29to41_TT30IncrementTimeByW52PlusRandom       = 35,
  TT29to41_TT30TryDirectionsD5toD4                = 36,
  TT29to41_TT29                                   = 37,
  TT29to41_TTmonsterA3                            = 38,
  TT29to41_blocked                                = 39,
  TT29to41_fearNot5or6                            = 40,
  TT29to41_MaybeDeleteTimersFear6TurnIndividuals  = 41,
  TT29to41_fear0or3                               = 42,
  TT29to41_fear6                                  = 43,
  TT29to41_w30w32GretaterThan3                    = 44,
  TT29to41_TTnot37                                = 45,
  TT29to41_fear5                                  = 46,
  TT29to41_attacking                              = 47,
  TT29to41_notAttacking                           = 48,
  IC29to41_Not32_33_37_38                         = 49,
  MoveObject_NotAllowedOnLevel                    = 50,
  MonMove_differentCell                           = 51,
};
is these monster`s AI functions in the code?
If so, what means - for example - TT29to41_TT29 = 37 ?
Can monster move filter manipulate with all that stuff?

**********************************************

I know Sophia found something in the code responsible for stepping back when a door falls to a monster; is it possible to turn it off for a certain type of a monster using Monster Move Filter?
Last edited by Adamo on Wed Jul 04, 2007 2:40 pm, edited 1 time in total.
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beowuuf
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Post by beowuuf »

It is all the values that the variable can take, and all call a function to do soemthign to themonster, or regardign it.

I think interfering with some of those or callign some of those could lead to nasty crashes, so I have a sneakign suspicion that Paul S only allows the filter to interrupt and replace a chosen few.

When I get home I can ressurect these two topics into the CSBwin faorum so PAul can see them
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Post by Paul Stevens »

As the documentation says: I don't know how
any of this works.

Those values you list are bit numbers that are
set as the code executes. They don't mean
anything except that the code was executed
where the bit was set. They are information
only. They might help a very clever, industrious
person figure out what is going on. That leaves
me out.

The names of the bits are only there to help
you to find the code that set them.
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Re: Monster moving filter (CSBwin)

Post by Adamo »

Monster attack filter is unaccessible. "Party Move Filter" shows "Damage Character Filter" instead:
http://www.dianneandpaul.net/CSBwin/documentation/
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Re: Monster moving filter (CSBwin)

Post by zoom »

http://www.dianneandpaul.net/CSBwin/doc ... ilter.html
try to rename the adress.
happens on occasion...
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Paul Stevens
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Re: Monster moving filter (CSBwin)

Post by Paul Stevens »

Sorry about that. I think it is fixed
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