Deconstructing the example Multi Vexirk

This forum is for the Lua scriptable clone of DM/CSB called Dungeon Strikes Back by Sophia. Use DSB to build your own highly customised games.

Moderator: Sophia

Forum rules
Please read the Forum rules and policies before posting.
Post Reply
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Deconstructing the example Multi Vexirk

Post by Gambit37 »

I'm trying to get a handle on how the mutli-vexirx attack bitmaps work, but I don't follow the logic.

What code displays the yellow attack frame? It seems to be this:

Code: Select all

function multivexirk_close(arch, id, back_tile)
	dsb_ai(id, AI_ATTACK_BMP, 4)
        .....
I assume dsb_ai is just returning the value 4 to the attack code, which picks the fourth bitmap from the attack bitmap array?

I had a look in the DSB Wiki, but there's no mention of AI_ATTACK_BMP in the list of monster AI...
http://dmwiki.atomas.com/wiki/DSB/Monster_AI
User avatar
Sophia
Concise and Honest
Posts: 4239
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Re: Deconstructing the example Multi Vexirk

Post by Sophia »

I guess AI_ATTACK_BMP is newer and I (or anyone else) never updated the wiki. Sorry about that. You figured it out, though.

To summarize, dsb_ai is used to send various messages to the AI. When sending an AI_ATTACK_BMP message, the argument specifies the index in the array of attack animations that the monster should use-- in that case, the fourth one. On the other hand, in multivexirk_missiles, the index of the attack animation that should be used is simply returned. There is still a call to dsb_ai with AI_ATTACK_BMP, of course, but it's in the base code due to the complexities involved in making monsters launch missiles.
Post Reply