Just pondered:
Ultimately it would be awesome if a player could
see the item stats in game, by using the eye for
identification.(or a magnifier*shrug*)
yields armour values (protection, sharp resistance)
and weapon ratings/base power..
number of charges would also come in handy.
Zero charges don't get mentioned...
With the viewing filter it is possible to make those
stats appear. Conflux displays texts on the lower
screen for some items, also there are different texts
for different unique's
I don't figure how to do that with csbuild.
But it could work with a txt tile and 2 dsa's ..like the
example viewing filter at dianne and paul's
best would be to access the item stats directly,?not?
like
look for champion AAA 's current health or something
so a fetch item and add item ???
Just wanted to mention this!!
csbuild: item's stats shown with viewing filter
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The way to have text choice is to create a line of texts horizontally or vertically (vertically is better), and then when you view the charges of an item, you can use this number retireved as an addition to the base location of the first text entry you use in the view filter
I did this in a dungeon I never carried on with things liek the fury (rough charges calculated) and also to indicate damage
So you don't use multiple dsas and a text tile, you only need to use the view filter DSA itself with multiple text tiles stored somewhere they won't bother you
Note you have two text areas in the view filter - one for flags such as poisoned, unique, broken, etc (but you can over-ride these, conlfux does and I've done it too to write things like blessed or fake) and the main description text where you could put charge indications
I did this in a dungeon I never carried on with things liek the fury (rough charges calculated) and also to indicate damage
So you don't use multiple dsas and a text tile, you only need to use the view filter DSA itself with multiple text tiles stored somewhere they won't bother you
Note you have two text areas in the view filter - one for flags such as poisoned, unique, broken, etc (but you can over-ride these, conlfux does and I've done it too to write things like blessed or fake) and the main description text where you could put charge indications
in a dungeon cell which is a target of a dsa?beowuuf wrote:The way to have text choice is to create a line of texts horizontally or vertically (vertically is better), and
seems you mean some line in a dsa!
sounds fine. But I cannot continue..beowuuf wrote: So you don't use multiple dsas and a text tile, you only need to use the view filter DSA itself with multiple text tiles stored somewhere they won't bother you
I have only the viewingfilter dsa example on paulanddianne net.
however even there are 2 dsa's already. (But only one
viewing filter dsa, as far as I can tell.)
one for pointing to a dungeon tile(doabsolutelynothing ) and the other for the actual code.(markitemastastyandspecial)
to start from scratch.
Here is what I do know or can follow :
In the viewing filter csbuild example you have a
viewing filter dsa at 00,01 and an doabsolutelynothing dsa
at the same spot.
doabsolutelynothing dsa has no code, but when you edit
the dsa at 00,01 with rclick of mouse it displays
Parameter A( south) and Parameter B,(east) which are pointing to texts (tasty and special respectively) on a dungeon cell 01,01. So far so good.
So the doesabsolutelynothing dsa has no code but is pointing to the storing data in form of texts on a dungeon tile
.
I take it there can be many ways to store the texts you
want to be displayed.
viewingfilter DSA example changes the properties of
all items. There is no unique tasty apple ,all apples and all helmets are tasty!
(I read, you need to retrieve a number of the item
you want to change. There are general
types, food and single item id's?).
I cannot tell where to put this id into the code of the
marktastyandspecial dsa of the viewing filter example
(which means I do not understand the line of code there)
the real viewing filter dsa is called:
Mark item "Tasty" and "special"
it has integer set (33) instead of target.
when you switch to target, the cell where the
tasty and special texts are located is selected, however
indicating north, which is empty...
anyway the code is:
LC L4 L8 &DESCRIBE LD L5 L7 &DESCRIBE
has this to do with the line above?
Literal to Stack
[<next state>]L<value>
[<next state>]L$ ; <location> of current master cell
http://www.dianneandpaul.net/CSBwin/doc ... ilter.html
does not reveal to me why there is a "LD" and "LC".
in other words , I only know what the red ones stand for...
beo, you call it flags, in the dianne desciption it is called index..
I would like to hear more about these differences of description texts. Must have missed it completelybeowuuf wrote: Note you have two text areas in the view filter - one for flags (...) and the main description text (...)
guess I had better learn the very standard things of
a dsa. I know there are some sites that provide info.
I do believe the hard part is that these are so fersatile
that examples always only show a part.
There is a basic logic about them, however, and it
should be always the same for each problem you need
a solution to. MAybe it would help at least me understand
these DSA's by an excessive amount of examples with
a standardised logic explained.
it cannot be THAT difficult to learn these DSA's??!
Read the DSA help guide that Paul S wrote available through his webspace, the command descriptions, and also check the 'help' tag on the DSA editing in csbuild, which give the syntax aswell
DSAs are not that hard once you get the logic. Read the above areas and you should be ok for the basic commands, which are all you need for the item descriptions
DSAs are not that hard once you get the logic. Read the above areas and you should be ok for the basic commands, which are all you need for the item descriptions
- Paul Stevens
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The LA, LB, LC, LD, LE....... load the parameterszoom wrote:LC L4 L8 &DESCRIBE LD L5 L7 &DESCRIBE
from the DSA and the DSAs 'below' it.
In this case there is the 'Do Nothing' DSA
below the 'Viewing Filter'. The viewing filter
contains parameters A and B. The 'Do Nothing'
DSA contains parameters C and D. Etc. if
there were more.
So LC gets the first parameter from the 'Do
Nothing' DSA. It is a dungeon location. LD
gets the second parameter. Another location.
Would it be appropriate to somehow add
detailed description of this viewing filter
to the wiki? Where? It is a 'custom dungeon'
wiki. DSB dungeons might be described there.
Should we add descriptions of DSB techniques?
I vote yes. The main page could fork off to
a 'Clones Engines/Editors' section and then to
CSBuild and off to the DSA examples.
Ideas?