need help to handle the RTCEditor

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Lai
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need help to handle the RTCEditor

Post by Lai »

i found the RTCEditor and start to build a little dungeon with it. its very fun to build but i have a couple of questions...
maybe there are a germen speaking user who could handle it?
...
zb habe ich noch nicht verstanden, wie man die mirrows mit den original helden füllt. man bekommt fehlermeldung das alle helden bereits vorhanden seien, und man keinen doppelt benutzen dürfe. ich hab dann kurzerhand zu testzwecken selber welche gebastelt...insgesamt wäre mir das aber zuviel arbeit, die alle nachzubauen...vor allem wiel ich mir recht sicher bin, das man die originalhelden benutzen kann.

inspiriert durch den anfang von "the tower of chaos" habe ich eine nette trainingsmöglichkeit direkt zu beginn gebastelt die sehr aufwendig zu gestalten war (vieles musste ich per versuch/irrtum testen, zT hab ich funtkionsweisen im orginal nachgesschaut). sie beruht darauf das man den eingespeerten lord chaos befreien kann und mittels war cry und blow horn vom angriff abhalten kann, während man ihn bekämpft. in "the tower of chaos" gab es auch eine stelle, da konnte man das so machen und hatte einen extrem guten gain, den ich hier aber in der form beim testweisen spielen nicht feststellen kann. hängt dies möglicherweise mit unterschiedlichem rule-set DM/CSB zusammen? wenn ich mich recht entsinne war es im oirginal CSB auch so, das reinkarnierte chars extrem gut gainten (ohne diesen "trick"). wäre super wenn ich wüsste warum man in "the towers of chaos" derart gut gainte und hier nicht, bzw wenn ich das hier auch hinbekommen würde. die maximale aufenthaltsdauer und somit ca den trainingsstand zum schluss kann ich im nächsten schritt ja begrenzen durch food und ein mechanismus, der die area für immer verschliesst damit die balance nicht durcheinander gerät.

das save des builds kann ich selbstverständlich mailen

:-)
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zoom
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Re: need help to handle the RTCEditor

Post by zoom »

translation:
Lai wrote: ...

zb habe ich noch nicht verstanden, wie man die mirrows mit den original helden füllt. man bekommt fehlermeldung das alle helden bereits vorhanden seien, und man keinen doppelt benutzen dürfe. ich hab dann kurzerhand zu testzwecken selber welche gebastelt...insgesamt wäre mir das aber zuviel arbeit, die alle nachzubauen...vor allem wiel ich mir recht sicher bin, das man die originalhelden benutzen kann.
for instance, I yet have to get to know how to fill in mirrors with the original "champions" I keep getting error warnings saying all heroes were already ?there? and that you may only use one hero at a time(my comment--> a cloning problem?)
I have quickly -in order to test it- made myself a couple of heroes...all in all this would exceed my work-willingness to rebuild each and every one of them... especially because I am pretty sure, you somehow can use the originalchampions.
Lai wrote: inspiriert durch den anfang von "the tower of chaos" habe ich eine nette trainingsmöglichkeit direkt zu beginn gebastelt die sehr aufwendig zu gestalten war (vieles musste ich per versuch/irrtum testen, zT hab ich funtkionsweisen im orginal nachgesschaut). sie beruht darauf das man den eingespeerten lord chaos befreien kann und mittels war cry und blow horn vom angriff abhalten kann, während man ihn bekämpft. in "the tower of chaos" gab es auch eine stelle, da konnte man das so machen und hatte einen extrem guten gain, den ich hier aber in der form beim testweisen spielen nicht feststellen kann. hängt dies möglicherweise mit unterschiedlichem rule-set DM/CSB zusammen? wenn ich mich recht entsinne war es im oirginal CSB auch so, das reinkarnierte chars extrem gut gainten (ohne diesen "trick"). wäre super wenn ich wüsste warum man in "the towers of chaos" derart gut gainte und hier nicht, bzw wenn ich das hier auch hinbekommen würde. die maximale aufenthaltsdauer und somit ca den trainingsstand zum schluss kann ich im nächsten schritt ja begrenzen durch food und ein mechanismus, der die area für immer verschliesst damit die balance nicht durcheinander gerät.

:-)
inspired through the starting bit of the tower of chaos I made a neat training possibility right at the start, which had been hard to create(=much to do in order go get it going).
Essentially it boils down to (--> spoiler coming??) being able to free the imprisoned lord chaos and confuse him via warcry and blow horn preventing his attacks, while battling him. In the tower of chaos there had been a dungeonpart where could to that and have a very good "gain"(-->experience-gain I guess, he used the word gain)which I cannot find in this form however by playing the game. Is this due to a possible difference in rule-sets(DM/CSB)? If I recall correctly (-->iirc) original csb used to be just like that, reincarnated chars are able to "gain" extremly well.(without this trick).
It would be super great if I knew why you gained in the towers of chaos this well and here not at all, respectively If I could accomplish/do it here myself. The maximum staying in place duration and therefore approx. the state of training at the end I am able to limit in the next step via food and one mechanism, which (-->spoiler) closes the area 4 ever in order to not to disturb the balance. ..Sort of what he typed, (-->) where my comments


das save des builds kann ich selbstverständlich mailen
which means: the savegame? of the build I can email, of course (...>pm it instead..private message prob. better than email in some cases?)

I hope you don´t mind the translation Lai. People here will comprehend mostly next to nothing in this form, it is an engl. speaking forum

Lai,Ich hoffe dir macht das mit dem Übersetzen nichts aus. Es ist halt so, das viele hier dann gar nix checken, es ist ein engl. sprachiges forum
Last edited by zoom on Thu Sep 24, 2009 10:31 pm, edited 2 times in total.
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beowuuf
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Re: need help to handle the RTCEditor

Post by beowuuf »

If you open the original DM.txt dungeon in notepad, find a section called [champions] using the 'find' function, and then paste the text block below in. That will give you the original champions, ready to put into mirrors.

Code: Select all

CHARACTER_ALEX		NAME=(ALEX)	TITLE=(ANDER)			GENDER=(M)	STATS=( 50,57,13)	EXP=(0.0,3.5,0.0,2.8)	ATTRS=(44,55,45,40,35,40)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_ALEX,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_AZIZI		NAME=(AZIZI)	TITLE=(JOHARI)			GENDER=(F)	STATS=( 61,77, 7)	EXP=(2.8,3.5,0.0,0.0)	ATTRS=(47,48,42,45,30,35)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_AZIZI,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_BORIS		NAME=(BORIS)	TITLE=(WIZARD OF BALDOR)	GENDER=(M)	STATS=( 35,65,28)	EXP=(0.0,2.8,0.0,3.8)	ATTRS=(35,45,55,40,45,40)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_BORIS,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_CHANI		NAME=(CHANI)	TITLE=(SAYYADINA SIHAYA)	GENDER=(F)	STATS=( 47,67,17)	EXP=(2.8,0.0,0.0,3.4)	ATTRS=(37,47,57,37,47,37)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_CHANI,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_DAROOU	NAME=(DAROOU)					GENDER=(M)	STATS=(100,65, 6)	EXP=(3.0,0.0,0.0,1.0)	ATTRS=(50,30,35,45,30,45)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_DAROOU,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_ELIJA		NAME=(ELIJA)	TITLE=(LION OF YAITOPYA)	GENDER=(M)	STATS=( 60,58,22)	EXP=(2.0,0.0,3.6,0.0)	ATTRS=(42,40,42,36,53,40)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_ELIJA,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_GANDO		NAME=(GANDO)	TITLE=(THURFOOT)		GENDER=(M)	STATS=( 39,63,26)	EXP=(0.0,3.3,0.0,2.5)	ATTRS=(39,45,47,33,48,43)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_GANDO,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_GOTHMOG	NAME=(GOTHMOG)					GENDER=(M)	STATS=( 60,55,18)	EXP=(0.0,0.0,0.0,4.0)	ATTRS=(40,35,48,34,50,59)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_GOTHMOG,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_HALK		NAME=(HALK)	TITLE=(THE BARBARIAN)		GENDER=(M)	STATS=( 90,75, 0)	EXP=(4.0,0.0,0.0,0.0)	ATTRS=(55,43,30,46,38,48)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_HALK,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_HAWK		NAME=(HAWK)	TITLE=(THE FEARLESS)		GENDER=(M)	STATS=( 70,85,10)	EXP=(2.0,0.0,3.0,0.0)	ATTRS=(45,35,38,55,35,35)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_HAWK,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_HISSSSA	NAME=(HISSSSA)	TITLE=(LIZAR OF MAKAN)		GENDER=(M)	STATS=( 80,61, 5)	EXP=(3.5,2.3,0.0,0.0)	ATTRS=(58,48,35,35,43,55)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_HISSSSA,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_IAIDO		NAME=(IAIDO)	TITLE=(RUYITO CHIBURI)		GENDER=(M)	STATS=( 48,65,11)	EXP=(3.0,0.0,2.3,0.0)	ATTRS=(43,55,40,35,45,50)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_IAIDO,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_LEIF		NAME=(LEIF)	TITLE=(THE VALIANT)		GENDER=(M)	STATS=( 75,70, 7)	EXP=(3.0,0.0,2.0,0.0)	ATTRS=(46,40,39,50,45,45)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_LEIF,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_LEYLA		NAME=(LEYLA)	TITLE=(SHADOWSEEK)		GENDER=(F)	STATS=( 48,60, 3)	EXP=(0.0,4.3,0.0,0.0)	ATTRS=(40,53,45,47,45,35)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_LEYLA,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_LINFLAS	NAME=(LINFLAS)					GENDER=(M)	STATS=( 65,50,12)	EXP=(3.4,0.5,0.5,2.3)	ATTRS=(45,45,47,35,50,35)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_LINFLAS,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_MOPHUS	NAME=(MOPHUS)	TITLE=(THE HEALER)		GENDER=(M)	STATS=( 55,55,19)	EXP=(0.0,0.0,4.0,0.0)	ATTRS=(42,35,40,48,40,45)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_MOPHUS,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_NABI		NAME=(NABI)	TITLE=(THE PROPHET)		GENDER=(M)	STATS=( 55,65,15)	EXP=(0.0,0.0,3.5,2.0)	ATTRS=(41,36,45,45,55,55)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_NABI,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_SONJA		NAME=(SONJA)	TITLE=(SHE DEVIL)		GENDER=(F)	STATS=( 65,70, 2)	EXP=(4.1,0.0,0.0,0.0)	ATTRS=(54,45,39,49,40,40)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_SONJA,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_STAMM		NAME=(STAMM)	TITLE=(BLADECASTER)		GENDER=(M)	STATS=( 75,80, 0)	EXP=(4.0,0.0,0.0,0.0)	ATTRS=(52,43,35,50,35,55)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_STAMM,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_SYRA		NAME=(SYRA)	TITLE=(CHILD OF NATURE)		GENDER=(F)	STATS=( 53,72,15)	EXP=(0.0,0.0,2.5,3.3)	ATTRS=(38,35,43,45,42,40)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_SYRA,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_TIGGY		NAME=(TIGGY)	TITLE=(TAMAL)			GENDER=(F)	STATS=( 25,45,35)	EXP=(0.0,2.8,0.5,3.5)	ATTRS=(30,45,50,35,59,40)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_TIGGY,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_WUTSE		NAME=(WU TSE)	TITLE=(SON OF HEAVEN)		GENDER=(F)	STATS=( 45,47,20)	EXP=(0.0,2.8,3.9,0.0)	ATTRS=(38,35,53,45,47,40)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_WUTSE,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_WUUF		NAME=(WUUF)	TITLE=(THE BIKA)		GENDER=(F)	STATS=( 40,50,30)	EXP=(0.0,3.9,2.8,0.0)	ATTRS=(33,57,45,40,35,40)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_WUUF,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
CHARACTER_ZED		NAME=(ZED)	TITLE=(DUKE OF BANVILLE)	GENDER=(M)	STATS=( 60,60,10)	EXP=(2.5,2.5,2.3,2.3)	ATTRS=(40,40,40,50,40,40)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT:BITMAP_PORTRAIT_ZED,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)
Lai
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Re: need help to handle the RTCEditor

Post by Lai »

thank u very much for translate :)
im sorry about my bad english...im not able to tell things like that in english :cry:

the tings i told about my build are not a spoiler cause the game will tell u what going around...but not the way how to activate the boost (experence-) -gain.
i think its little faster, but not the way it is @ "the tower of chaos". and this part a very tricky & nice i think. :D
could i send files via pm? never check it out... but if it works, its the better way.

###
i will look if i find the correct place to edit the chars into the game.
i will tell if it works...
thank u bith very much :!:

edit:
now i have integrate all the characters, thx a lot. i have put them into my gamebuild file @ "characters".it only works if between the character id`s are NOT "space", u have to delete space and use "tab"key at keyboard (do u say in english "tab"...? left key from "q"). i read this yesterday..thats why i know what to do.
Lai
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Re: need help to handle the RTCEditor

Post by Lai »

new question:
i dont understand, how i could create a shooter at wall who shoots permanently. i see no way how to do.
i use a "trigger" who toogle the "shooter". but this way it shoots this times,the times party triggering ...the trigger.
a "trigger" who activate a "shooter" dont work-nothing happens. i think this is why a "shooter" dont have status "active/deactive".
maybe i have to put in a "relay" but i dont understand how it works.

im pretty sure at original DM or CSB are a permanently shooting shooter but cant remember where it is. if i would know it, i could take a look with the editor how it works

some ideas?
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Re: need help to handle the RTCEditor

Post by Mon Ful Ir »

Here's an example. Open a new dungeon, and paste this to replace everything below where it says [CHARACTER_TEST].

Code: Select all


/******************************************************************************/
/* Layout                                                                     */
/******************************************************************************/
[Layout]

; Level 0
WALLSET......=(WALLSET_DEFAULT)
LIGHT_AMBIENT=(100)
LIGHT_MINIMUM=(5)
LIGHT_MAXIMUM=(1000)
OFFSET.......=(0,0)
SIZE.........=(32,32)
ITEM_PREFIX..=(ref00)
DESCRIPTION..=()
11011000000000000000000000000000
01110000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
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00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000

/******************************************************************************/
/* Items                                                                      */
/******************************************************************************/
[Items]

; Level 0
ref000101-1	FLOORITEM_TRIGGER			1	0	0			OPBY=(PARTY)	ACTION=(ACTIVATE)	TARGET=(ref000302-1,ref000401-1)	OPTIONS=(DISABLE_SELF,SOUND:SOUND_OTHER_CLICK)
ref000100-1	FLOORITEM_PAD_LARGE		1	0	0
ref000200-1	WALLITEM_SWITCH_BLUE		2	0	0	WEST		OPBY=(MOUSE)	ACTION=(DESTROY)	TARGET=(ref000401-1,ref000302-1,ref000102-1)	OPTIONS=(DISABLE_SELF)
ref000401-1	WALLITEM_SHOOTER			4	1	0	WEST		TYPE=(SINGLE)	SHOOTS=(DUNGEON_SPELL_FIREBALL)	STRENGTH=(1)
ref000401-2	WALLITEM_HOLES_FIREBALL		4	1	0	WEST
ref000102-1	WALLITEM_RELAY			1	2	0	CENTRE	ACTION=(ACTIVATE)	TARGET=(ref000302-1)	OPTIONS=(DELAY:6)
ref000302-1	WALLITEM_RELAY			3	2	0	CENTRE	ACTION=(ACTIVATE)	TARGET=(ref000401-1,ref000102-1)

/******************************************************************************/
/* Hint Oracle - Monsters                                                     */
/******************************************************************************/
[Hint Oracle - Monsters]
TITLE=(CREATURES)
TEXT.=(Learn well the shapes and\forms dread Chaos makes;\Regard the toll of pain and\death each monster takes.)

When your character steps on the pad, a shooter will shoot very weak fireballs at the wall and keep doing this at one second intervals until you press the blue button, when it will stop.
Lai
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Re: need help to handle the RTCEditor

Post by Lai »

if i make this, does it mean that now all shooter will be shoot permanently?
i want it only at one point...
i thought there are a way to manage it with the editor-interface.
normaly i think it have to go this way: trigger acivate relay who acivate #1shooter #2shooter #3hisself. but if i build a relay who acivate hisself, the game crashed at the moment i step at the trigger and i have to reboot.

if i understand your code correct the trigger activate (not toggle) the second relay and the shooter. this relay acivate the shooter too, and the first relay, the first relay activate with a delay about 1second the second relay.

edit:
HAHA! thank u very much, i build it this way with the interface and now its working. very nice one
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Re: need help to handle the RTCEditor

Post by beowuuf »

You need to ensure there is a delay in the relay activation, or else the game will crash
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Re: need help to handle the RTCEditor

Post by zoom »

hey Lai, look you are very able to write english on your own ;) congrats, too on success with the editor
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Re: need help to handle the RTCEditor

Post by Lai »

thx hehe
i want to build a special looking,small area: to design the wall i use the wallitem "black". my problem are, that if u looking forward u see left/right the first 1/3 range the normal style at wall, and then black. the tiles 2,3 forward are complete black (like i want it to be). i think the problem are that a wall have not only a front, it have a "side" and "left" too. does someone have a ready, black wallset without any textures?
:)

the editor have a alternate wallset called "sand". i dont know how to use it (for just a singel area)...in order i will not know, how to use a black-wallset, if someone have it for me. there are only a menu called create new wallset, but not "use wallset xy"
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Re: need help to handle the RTCEditor

Post by Lai »

next question (but dont forget to answer the last! ^^ ):
i build a trigger who activate a shooter which shoots 2 gold keys. i want them to fly down a 5tile coridor,at end are a goldkey-activatet teleporter who rotate the flying keys about 180°...same at other end.
the problem are, the shooter shoots the keys only one tile! haha its funny, if i dont waste about 1-2 hours to try manage this problem.
i could remember a chest are flying in one of the original games, so my build must be able to work.
i think to manage this with teleporter step by step (tile by tile) wont work cause they all trigger at the same time...same problem like to teleport party from a to b and back from b to a. if at b`s destination no trigger who deactivate teleporter a you`ll be teleport until the end of time...or mabye the pc break before :)

problem are fixed
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Re: need help to handle the RTCEditor

Post by Lai »

i have a new problem which i cant handle without help:
i have @ point #1 a big switch, its visible (big switch could be visible or not, but it couldnt be activatet or deactivatet).
@ point #2 i have two big switches: one are visble, but no trigger, the second are invisible and a trigger.
i want that the big switch #2 need to be activatet from big switch #1.
i build it this way:
switch x1 toggle:
- a relay. the relay destroy without delay the visible switch #2;
- a counter. the counter activate with a delay (1/6) the invisible switch #2 and hisself.

but it dont works.
i do the same with key-holes...100% same way, and it works.

i want it to work cause its good way to design the order player will go deeper and deeper in the dungeon
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Re: need help to handle the RTCEditor

Post by Mon Ful Ir »

Please could you post the code you're trying to fix?
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Re: need help to handle the RTCEditor

Post by Gambit37 »

You only need two switches. Switch #2 should be set to invisible -- then simply activate switch #2 with switch #1.

If you also want to Hide switch #1 once it's been pressed, then that's where you want to target a relay that will destroy switch #1

EDIT: I just tried this and you're right, it doesn't work! I thought that activating an Invisible switch made it Visible? I don't know if this is a bug, or the behaviour changed?
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Re: need help to handle the RTCEditor

Post by Gambit37 »

Something very screwy going on here.

I did an example using two switches and the second switch would never appear.

But I also did an example using non-switch wallitems (an alcove, a lamp) and they can be toggled visible/invisible with no problems. It looks like there is a different behaviour for switches? I've never really played around with this before, so can anyone confirm if the different behaviour is intended, or a bug?
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Re: need help to handle the RTCEditor

Post by Lai »

this way u told works with eye-switch...
a "coin-slot" could be activated with "toogle"
the way i told works with keyholes
but the big switch work another way it seems.
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Re: need help to handle the RTCEditor

Post by Gambit37 »

Yes, I'm testing the big switch too and it's not possible to make it appear when it's invisible.

I'd say that this is a bug. This kind of inconsistency doesn't make any sense.
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Re: need help to handle the RTCEditor

Post by Lai »

i dont know...but i do not find a way to make it works.

now i have finished my second level (i just take another switch) ...if i want someone to test both, what i have to do if i dont want to pm the editor file..?
how could i convert the 2 levels into a game without the possibility the player just take a look @ the editor file to understand
the riddle?
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Re: need help to handle the RTCEditor

Post by Mon Ful Ir »

Just post the RTC file. That's not a problem.
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Re: need help to handle the RTCEditor

Post by Soaponarope »

But I also did an example using non-switch wallitems (an alcove, a lamp) and they can be toggled visible/invisible with no problems. It looks like there is a different behaviour for switches? I've never really played around with this before, so can anyone confirm if the different behaviour is intended, or a bug?
I have ran into this issue as well. I'm pretty sure the toggle visible/invisible will only work for static items. If the item is a trigger the toggle becomes mixed up with the toggling of what that trigger is suppose to do (like opening a door with the switch). It does seem kind of buggy, as those should be separate actions.

I got around this problem by just having the switch always visible and toggling a fake wall in front of it.
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Re: need help to handle the RTCEditor

Post by Lai »

i dont think its a problem about static or not...
cause the eye-switch (which are known to work with "the mirror of dawn" from original dm) is a trigger to, but u could do it invisible and make it visible with "activate".
same thing with wall object "ring"
i will take a look if it works with small or tiny-switch when im at home
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Re: need help to handle the RTCEditor

Post by beowuuf »

Static as in the eye does not change appearance when used, whereas swiches can do. Agree with soap, I think Ihave used this trick too, put a wall-like decoration in front of the switch, and swap the visibility of that.
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Re: need help to handle the RTCEditor

Post by Lai »

hmh...maybe i missunderstood him cause of my bad english...

the thing i talk about is that the first eye are visible, the second invisible..the first eye could make visible the second (with "activate" and "toogle" too if i remember correct).

i dont want that a eye or switch goes invisible after he is used.

maybe it works other way... key-holes works other way too, like this:
tow key-holes at same place, keyhole #1 are visible, but no trigger, #2 are invisible and a trigger.
a trigger toogle:
- a relay. the relay destroy without delay the visible switch #1;
- a counter. the counter activate with a delay (1/6) the invisible switch #2 and hisself.

with this way i designed 4 key-holes (4 at different places) in sequence.
the first one are a normal,visible keyhole. when it was used it open a door and activatet the second keyhole (it works like i told).
the second opens another door too, acivate the third and so on.

to make this works i build with trial and error about 1or 2 hours. at my opinion sometimes it is important to see the switches/keyholes/or whatever even if their dont work at beginning (at first time player will see them) cause for atmosphare and to build riddles, which dont make needful to click at all walls and walk through all walls.

normaly we could say that a keyhole should be able to easy activate like other things ( like eye-switch) but it dont works this easy way. and cause of this fact i believe there are a way to build same with my lovely big-switches :P
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Re: need help to handle the RTCEditor

Post by Lai »

Mon Ful Ir wrote:Just post the RTC file. That's not a problem.
doesnt this matter that the player could take a look how the riddles works easy with just open the editor?

regardless of this point i search for someone who want to test my first second levels. cause it have a training area which should be used i think its a playtime about 2 hours (if the player dont sleep to much). if he could speak german its easier to understand and talk about the criticism.
i test all riddles many times, im sure there are no death-ends.
i attempt to make easy and medium riddles with good atmosphare (i dont work with triggers who have no sound...if something happen, the player could hear it) and some traps.
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Re: need help to handle the RTCEditor

Post by Gambit37 »

The .TXT file is the one you edit in the editor.

Use RTC to then COMPILE this into a .RTC that you can distribute. We can't open a .RTC file in the editor. Check the readme.txt that comes with RTC on how to compile...
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Re: need help to handle the RTCEditor

Post by Trantor »

I remember also running into this "switch issue". I tried it with levers, and after several hours of not understanding why my levers didn't work, I replaced them with Blue Gem switches. These work fine. Good to know it's not a bug - or is it?
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Re: need help to handle the RTCEditor

Post by Gambit37 »

I'd say it's a bug. If it's by design, it's pretty strange to have such inconsistent behaviour.

I think what's happened is that somewhere along the line George changed the code that sets switches to be visible/invisible. It now sets switches to be to active/not active. So you can use one switch to enable/disable another switch, but can no longer use it to hide/show a switch.

But as it still works for some switches and not others, I'd say it's a bug.
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Re: need help to handle the RTCEditor

Post by Lai »

Gambit37 wrote:The .TXT file is the one you edit in the editor.

Use RTC to then COMPILE this into a .RTC that you can distribute. We can't open a .RTC file in the editor. Check the readme.txt that comes with RTC on how to compile...
do you talk about this:

"...
Compiling A Dungeon
-------------------

Once you have a dungeon in the text format it can be compiled into an RTC module
by including a COMPILE instruction into the "config.txt" file of the main game.
This instruction takes a single parameter, the filename (including any
sub-directories) of your dungeon - for example:

COMPILE Modules\New\MyDungeon.txt
..."

i have done this cause i have to test my dungeon...
but if i send someone my 2levels, he have to change his config too (editing the name i saved my build= LaisDungeon)?
or do it the game automaticaly and i just have send someone the file LaisDungeon.rtc? (or LaisDungeon.bak? hmh)
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Re: need help to handle the RTCEditor

Post by beowuuf »

Just send the file LaisDungeon.rtc , they can't look at it
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Re: need help to handle the RTCEditor

Post by Trantor »

So, einmal deutsch, einmal englisch: :wink:

Du kannst dein Dungeon auch anders testen, indem du COMPILE durch TEST ersetzt. Wichtig: Zwischen dem Befehl COMPILE oder TEST und dem Pfad muss ein TAB sein, KEIN Leerzeichen (ich hab das am Anfang nicht geschnallt, aber du scheinst es hinbekommen zu haben). Um das Dungeon an jemanden weiterzugeben, reicht es, LaisDungeon.rtc zu verschicken. Wenn du ganz normal spielen möchtest, musst du die Zeile mit COMPILE bzw TEST aber wieder aus der Config rausnehmen bzw. ein Semikolon vor die Zeile setzen (dadurch wird die Zeile ignoriert). Jemand, der RTC ohne COMPILE bzw. TEST in seiner Config startet, kann am Anfang aus mehreren Dungeons auswählen, da sollte dann auch dein Dungeon dabei sein.
Nur die txt-Datei kann von anderen Leuten im Editor geöffnet werden. rtc-Dateien sind nicht decodierbar.


You can also test your dungeon by replacing COMPILE with TEST. Imporant: There has to be a TAB between the COMPILE- or TEST-command and the path, NOT a single space (I missed this at first, but you seem to have managed). In order to give your dungeon to someone else, sending LaisDungeon.rtc is enough. If you want to play normally, you have to remove the line with COMPILE or TEST from your config, or you need to put a ";" in front of the line (this way, the line will be ignored). Someone who starts RTC without a COMPILE or TEST-command in his config will be able to choose from the available dungeons at the start of the game; yours should be among those.
Only the txt-file can be opened by someone else with the RTC editor; the rtc-file is encoded and not readable.
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