&DEL (CSBwin)

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Zyx
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&DEL (CSBwin)

Post by Zyx »

&DELeting a portrait facing west doesn't work. I don't know if it's because of the facing or because it's a portrait.

Also, portraits above number 255 are moded: portrait 256 shows as portrait 0.
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Paul Stevens
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Post by Paul Stevens »

Actuatores are sorta permanent features compared to
things like Daggers and Sar Potions. &DEL was not
intended to remove Actuators. I changed it to delete
Actuators and it seemed to work. But perhaps it would
be better to provide a way to disable an Actuator and/or
change its Graphic.

I fixed the Portrait graphic 256. It was truncated in
three different places.
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Zyx
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Post by Zyx »

Ok, but in this case, I want to change the portrait - the picture stored in the CSBgraphics.dat -, not the wall graphic.
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Paul Stevens
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Post by Paul Stevens »

Could you accomplish this by having more than one
portrait and then making them active or inactive
at the appropriate times? Or by hiding/showing?
I don't remember all of the details but I remember
providing quite a range of responses to messages.
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Paul Stevens
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Post by Paul Stevens »

Another thing we could do is provide a "COPY"
command for actuators. You would place one of
each possibility in inaccesible locations and then
copy the proper one to the accessible portrait.
Perhaps this could be quite general so that any
actuator could be copied.....a torch holder could
become a portrait.

&COPY (<actuatorIDsource> <ActuatorIDdestination> ... )
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Zyx
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Post by Zyx »

yes there are ways using the hide/show responses of the portraits, but I only manage to show 4 different portraits this way.

The &COPY would suit me; besides, it seems very useful.
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Paul Stevens
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Post by Paul Stevens »

Let's go with the &COPY. It is consistent with the
CopyTeleporter. You can use it to change the target
of an actuator, etc, etc, etc.
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Zyx
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Post by Zyx »

Thank you.
Could you provide a &GETPOISON / &SETPOISON for weapons, like &GETCURSE/&SETCURSE?
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Paul Stevens
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Post by Paul Stevens »

NewGraphicEngine.zip has 98v53PAF2 and 1.98.

Fixed Portraits mod 256.
Fixed DMRules don't get saved.
Added &GET/SETPOISONED.
Added Copy Actuator (other things easy but not implemented
until they are needed).


Wow! This makes simple Shops easy. Put a coin
in an alcove and &COPY the item to the coin.

With example.
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PaulH
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Post by PaulH »

Teleporting apples! Nothing can beat it!

Nice work.
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Zyx
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Post by Zyx »

Beowuuf reported that there's a graphical glitch (vertical stripe) if text and buttons are on the wall together.
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Paul Stevens
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Post by Paul Stevens »

I tried a Green Button (OUT) and some text.
The button was drawn first and the text last.
I think that is what we agreed should happen.
The original FTL code did not allow both at once.
A small area gets cleared so that the text does
not get drawn on a mortar line.
The text clobbered much of the button. But
there is not much choice about that.

What did Beowuuf report and what did he expect?
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Zyx
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Post by Zyx »

When there was a text AND a wall decorations, you changed the code so the small area wasn't cleared at all.
However, with the latest versions, the area gets cleared again.
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Post by Zyx »

When editing the content of a chest, if I close the dialog using the cross at the upper right corner, I create invalid indirect indexes.
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Paul Stevens
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Post by Paul Stevens »

Mortar Joint under text------fixed.
Editing chest and using 'Cancel' button----fixed.

CSBuild1.99.zip
NewGraphicEngine.zip (version 9.8v53PAF6)
====================================
The CSBuild problem was a terrible thing. The 'Cancel'
button attempted to restore the 'un-edited' version of
the chest ( and same for monsters ). But it did not work
and it left any newly added contents (or possessions)
in a state of limbo.....orphans and worse! :cry:
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beowuuf
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Post by beowuuf »

&DEL doesn't work on monsters - I assume this is deliberate, or at least won't be changed as you would be worried that some idiot (like me) would delete a creature in a filter that is referencing it.

Is there a more elegant way to delete a creature than &MOVEing it to an unsupported level?
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Paul Stevens
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Post by Paul Stevens »

Is there a more elegant way to delete a creature

Code: Select all

L0 L2 &! L0 L3 &! L0 L4 &! L0 L5 &! L0 LA L15 L16 F LO L6 &MONSTER!
Worked for me to kill four gigglers. Set their hitpoints to 0.
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Post by beowuuf »

Doesn't work on Chaos/Order : ) Well, Chaos anyway...hadn't checked on order...
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Paul Stevens
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Post by Paul Stevens »

Are they invincible? Would that explain the problem?
If so, I suggest that you teleport them to a corner from
which they cannot escape.
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beowuuf
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Post by beowuuf »

Dumped them in an unsupported level : )
I'll recheck them later, I only checked Chaos once, he might have accidentally had the invincibility set, though he should have.
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Post by beowuuf »

Rechecked and Lord Order, Chaos and the Grey Lord are immune to a 0 hit points death. I assume this 0 hit points thing only registers the next time the creature performs an action such as movement or attacks?

Anyway, I gave those three the time and means to move, and they didn't die, while a dragon and golem were reduced to items in less than a second.
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rain`
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Post by rain` »

In case you didnt know, theres a bit in the graphics.dat file for every monster that represents invulnerability. If you check it with ADGE you'll see it. Chaos, grey lord, and lord order i believe all have this set.

This might be why they are immune to the 0 hp death.
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Post by beowuuf »

Ah, that would be it then - interesting, so there are two ways to make invulnerable monsters - by type (graphics.dat) or by individual (CSBwin / hp). Just checked, and you can still kill an 'invulnerable' single creature with the 0 hp trick. Which is nice!
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Post by Zyx »

It seems that &DEL doesn't work on clouds.
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Paul Stevens
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Post by Paul Stevens »

You are probably right. Clouds have timers associated
with them so that the cloud can disapear at some time.
So it is a lot of work for me and for the runtime to
search the timer list for the correct timer. It involves a
linear search. Creating and deleting clouds in rapid
succession could cause a CPU resource problem.

I'll try to implement it. I suppose that if someone (certainly
not you, of course) should decide to abuse the feature then
I could expand the definition of a cloud to contain the
location of its associated timer. What a pain.
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Post by Zyx »

I get around it by &moving the cloud away, so don't waste your time on this!
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Paul Stevens
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Post by Paul Stevens »

Glad I paused for a moment. &MOVE has the same problem
with finding and modifying the timer entry. (But it was
solved, I hope, by the standard routines that teleport
objects around the dungeon.) At any rate, don't get too
carried away moving clouds around by the hundreds.
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Post by beowuuf »

I believe you solved it when I was pratting around &moving clouds! I assume this is to solve certain deathcloud issues, is it?
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Zyx
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Post by Zyx »

No no, the deathclouds issues are fixed thanks to a delete monster filter.
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Post by beowuuf »

AH, I did briefly look at the doc, hadn't remembered its exact functionality. Interesting, so this is something new....
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