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Fuse simulation test dungeon

Posted: Fri Jul 08, 2005 6:34 pm
by beowuuf
http://www.dmjump.net/dungeon.dat

Here's a test dungeon for simulating the fusing of Chaos. The concept might be useful for:

a) People like ADDF who want the fuse ending without it ending the game
b) People who have released dungeons on CSBwin with Chaos able to be fused, but that not being the ending that is supposed to finish the game
c) Anyone who wants a dungeon where Order can be fused aswell as Chaos
d) A dungeon where a condition other than fusing with the firestaff triggering the fuse ending

Works with the CSBwin in CustomGraphics12.zip, dunno about things like the sound and dsa messages in previous versions. I'm still tweaking but if anyone has comments or wants to use it, then yell. I'm not saying the code is pretty and I have used some fuse conditions the original game doesn't have.

Posted: Fri Jul 08, 2005 7:10 pm
by Paul Stevens
Very impressive. Once you got going you evidently
found the DSA less intimidating that you had originally
thought. Like lots of things, its easy after you practice
a bit.

Posted: Fri Jul 08, 2005 7:14 pm
by beowuuf
Yeah, I knew the DSA language is simple, it's just trying to get into the logic of it. Thanks for your patience in answering tired frustrated questions!

And now the dungeon needs v65 onwards

Posted: Mon Jul 11, 2005 9:43 pm
by beowuuf
Realised this was probably a better forum to put this!
Anyway, t'is also tweaked so easier to export and set up.

Posted: Mon Sep 19, 2005 3:49 pm
by ADDF_Toxic
A few things:
Didn't see any difference when I pulled the lever. It also gave me victory when I fused...lever up and lever down.
beowuuf wrote:A dungeon where a condition other than fusing with the firestaff triggering the fuse ending
Does this dungeon have a different way to fuse?

Posted: Mon Sep 19, 2005 8:44 pm
by beowuuf
If you pull the lever then the natural fuse ending happens - natural animayion, and the game ends with a 'well done, the end' message.

My fuse ending simulates fusion but doesn't actually end the game,. You can then walk around or do whatever you want. In my case, the dungeon doesn't actually end until you go through the sealed door - a different ending to the fuse ending, even though it has apprently happened. And also, the door only opens after fusion! So it's a highly versitile DSA. Imagine DM but you then need to run back to the entrance, which only opens when the Grey Lord is fused...

Posted: Tue Sep 20, 2005 2:57 pm
by ADDF_Toxic
I didn't pull the lever, fused Chaos, and it gave me The End.

Posted: Tue Sep 20, 2005 5:57 pm
by beowuuf
Something isn't right then - having said that, fi you are playing the dungeon under an old version of CSBwin, it won't support the party attack filter, so won't interrupt the fuse ending. When I get home I will see if I have space to put up a whole package of CSBwin and dungeon.dat

Posted: Tue Sep 20, 2005 11:51 pm
by beowuuf

Posted: Wed Sep 21, 2005 2:43 pm
by ADDF_Toxic
I keep on forgetting about the different versions.
I downloaded that, seems to be working better.When I fused, I got a message...
"Filter Modifying Dungeon
DSA at 0(13,2)
Row=0,Col=3"
It's the Party Attack Filter triggering the Fuse Ending and the four More Paramaters.
But it did work much better. Thanks for that.

Posted: Wed Sep 21, 2005 7:03 pm
by beowuuf
Yeah, CSBwin now doesn't like filters modifying the dungoen with things like 'create clouds' - you should do those with an indirect DSA or a normal DSA