Wow, it's been awhile...
In total honesty, I've just been distracted with a few other things lately. I have been thinking about DDM, though, and whether I'm going to keep adding to it or tear it apart and start another version that incorporates alot of the things that are missing. Like the ability ...
Search found 111 matches
- Thu Mar 20, 2008 12:23 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DDM bug report and suggestions...
- Replies: 32
- Views: 10068
- Thu Jan 31, 2008 9:45 pm
- Forum: CSBWin
- Topic: Conflux Walkthrough / hint book
- Replies: 187
- Views: 89785
- Mon Dec 10, 2007 2:18 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (not a bug) Is the compile flag in dsb.ini active?
- Replies: 7
- Views: 2857
Well, it claims to parse the configuration file even if it isn't there.
Just a question:
here is the dsb.ini I use in my dungeons
You said "in my dungeons" -- does that mean you have .ini files in the same folders as your dungeons? Because the only 'dsb.ini' file that matters is the one that's in ...
Just a question:
here is the dsb.ini I use in my dungeons
You said "in my dungeons" -- does that mean you have .ini files in the same folders as your dungeons? Because the only 'dsb.ini' file that matters is the one that's in ...
- Sat Dec 08, 2007 11:32 pm
- Forum: Links and Questions & Answers
- Topic: Conceptual question about spell design
- Replies: 11
- Views: 9933
The thing about finding spells before you can use them is that it's a common aspect of mose crpgs. D&D-style games require you find and transcribe scrolls, other types you might buy spells or simply earn them through experience levels.
The spell-building system of DM has aspects of that; finding ...
The spell-building system of DM has aspects of that; finding ...
- Thu Dec 06, 2007 10:07 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) An 'on_move' error and some other random things...
- Replies: 3
- Views: 1702
- Thu Dec 06, 2007 12:47 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) An 'on_move' error and some other random things...
- Replies: 3
- Views: 1702
(fixed) An 'on_move' error and some other random things...
First, I had a crash with this error:
FATAL LUA ERROR: Lua Function sys_ai_near: base/monster_ai.lua:892: attempt to call method 'on_move' (a nil value)
At the time I was in a room with a bunch of materializers, so I think the error came from them. I changed it to: if (arch.on_move) then arch ...
FATAL LUA ERROR: Lua Function sys_ai_near: base/monster_ai.lua:892: attempt to call method 'on_move' (a nil value)
At the time I was in a room with a bunch of materializers, so I think the error came from them. I changed it to: if (arch.on_move) then arch ...
- Thu Dec 06, 2007 12:04 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Some help with wiping out and replacing inventory...
- Replies: 1
- Views: 1289
(fixed) Some help with wiping out and replacing inventory...
I needed a way to wipe out a champion's inventory, and replace it, and I have a method, but I'm not really happy with it.
This is how I'm doing it - first, I iterate through all the inventory slots, and delete any instances found:
--clear inventory
for i_slot = 0, 29, 1 do
local id = dsb_fetch ...
This is how I'm doing it - first, I iterate through all the inventory slots, and delete any instances found:
--clear inventory
for i_slot = 0, 29, 1 do
local id = dsb_fetch ...
- Tue Dec 04, 2007 10:45 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Graphics.dsb and file importing
- Replies: 1
- Views: 1207
(fixed) Graphics.dsb and file importing
I think there's an error with the importation of several file formats.
First, fonts can't be loaded directly from a file. DSB complains that the file simply can't be found. They have to be imported into the 'graphics.dsb' file through a utility like Allegro's Grabber - and even that doesn't fully ...
First, fonts can't be loaded directly from a file. DSB complains that the file simply can't be found. They have to be imported into the 'graphics.dsb' file through a utility like Allegro's Grabber - and even that doesn't fully ...
- Mon Dec 03, 2007 1:47 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Party facing and off-center tilepos triggers
- Replies: 2
- Views: 1412
- Sun Dec 02, 2007 9:39 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Party facing and off-center tilepos triggers
- Replies: 2
- Views: 1412
Party facing and off-center tilepos triggers
I was experimenting with the new off-center tilepos triggers and testing to see if they could be implemented with party facing. It turns out they can - but only partly. They are triggered when the party enters the square, but not if they only turn on the square.
I kind of needed this feature for ...
I kind of needed this feature for ...
- Fri Nov 30, 2007 8:12 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DDM bug report and suggestions...
- Replies: 32
- Views: 10068
A quick bugfix is up. There's a scrolling glitch that cropped up when the hover location bit was added. The fix required it to be moved - it's no longer on the toolbar next to buttons, but has been moved down to the status bar at the bottom right.
Also, the Vi Alter was mislabelled in the Archtype ...
Also, the Vi Alter was mislabelled in the Archtype ...
- Thu Nov 29, 2007 9:10 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Small error in method_heal
- Replies: 0
- Views: 1929
(fixed) Small error in method_heal
In the method_heal function ('base\methods.lua'), line 563 reads:
Which causes a crash. That last underscore in the arguements should probably be a comma.
Code: Select all
local needed_hp = dsb_get_maxbar(who_HEALTH) - hp
- Thu Nov 29, 2007 9:00 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Illlumulets and mysterious lights
- Replies: 3
- Views: 1735
- Thu Nov 29, 2007 4:25 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Illlumulets and mysterious lights
- Replies: 3
- Views: 1735
(fixed) Illlumulets and mysterious lights
I discovered a wierd occurance, by complete accident. I was putting together a collection of champions, but forgot to set the light level for the level (in DDM, of course). I noticed when I started the game, though, that the light level wasn't completely dark. The source of the light turned out to ...
- Tue Nov 27, 2007 10:39 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DDM bug report and suggestions...
- Replies: 32
- Views: 10068
- Tue Nov 27, 2007 5:31 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: WHACK for DSB
- Replies: 27
- Views: 8543
- Tue Nov 27, 2007 8:33 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.26
- Replies: 3
- Views: 1571
- Mon Nov 26, 2007 1:52 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Crash on flying objects landing...
- Replies: 1
- Views: 1218
(fixed) Crash on flying objects landing...
I'm still trying to find if this in an error in the Lua code, but there's a crash if an object thrown or shot at a monster strikes them (it may be when it hits the ground after impact, I'm not sure). Here's the log entry:
PROGRAM CRASH!
Location: 0 11 3
Reason: Segmentation Fault
Stack Dump ...
PROGRAM CRASH!
Location: 0 11 3
Reason: Segmentation Fault
Stack Dump ...
- Mon Nov 26, 2007 1:37 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Monsters not found on center tile
- Replies: 1
- Views: 1265
(fixed) Monsters not found on center tile
I noticed that the search_for_monster function (base\methods.lua:262) doesn't check the center tile position, and so monsters standing there are never found, which means alot of attacks miss them. This code added at around line 280 seems to fix it (I'm not yet fully caffienated, so I'm not sure if ...
- Mon Nov 26, 2007 11:33 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DDM bug report and suggestions...
- Replies: 32
- Views: 10068
- Thu Nov 22, 2007 10:34 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DDM bug report and suggestions...
- Replies: 32
- Views: 10068
- Thu Nov 22, 2007 3:22 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) moneybox
- Replies: 2
- Views: 1447
There are a couple of ways to handle this. One is to declare a global to contain whatever 'ROOT_NAME' the designer designates, so that it persists beyond the compilation.
For example, this near the top:
moneybox_base_name = ROOT_NAME
And then you can use 'moneybox_base_name' where you'd normally ...
For example, this near the top:
moneybox_base_name = ROOT_NAME
And then you can use 'moneybox_base_name' where you'd normally ...
- Thu Nov 22, 2007 2:00 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: dsb_level_tint troubles
- Replies: 3
- Views: 1612
- Thu Nov 22, 2007 1:39 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DDM bug report and suggestions...
- Replies: 32
- Views: 10068
- Wed Nov 21, 2007 10:28 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: dsb_level_tint troubles
- Replies: 3
- Views: 1612
dsb_level_tint troubles
I'm not sure if I'm using the dsb_level_tint function correctly, because I can't seem to get it to work. I've tried it with various color settings, calling it at different times (in 'dungeon.lua' and during actual gameplay), with different light levels and sources (default, magic, torches), and the ...
- Wed Nov 21, 2007 1:29 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB's idle
- Replies: 10
- Views: 3481
- Tue Nov 20, 2007 11:09 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB's idle
- Replies: 10
- Views: 3481
I just noticed something; there isn't a way for an arch's 'onthrow' event to tell whether it was called from a mouse throw or a method throw.
Now, normally this doesn't matter, but it could lead to a potential problem if the designer is using both 'onthrow' events and making changes to calc_tpower ...
Now, normally this doesn't matter, but it could lead to a potential problem if the designer is using both 'onthrow' events and making changes to calc_tpower ...
- Tue Nov 20, 2007 11:10 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB's idle
- Replies: 10
- Views: 3481
Well, just my opinion, but you might consider using dsb_push_mouse() to push the "true" axe to the mouse when a player tries to remove it from the left hand after you clear the exvar and destroy the dummy. It'll clear the method menu for you, and it fits logically with the player's actions (they're ...
- Tue Nov 20, 2007 10:24 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB's idle
- Replies: 10
- Views: 3481
- Tue Nov 20, 2007 8:07 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB's idle
- Replies: 10
- Views: 3481
DSB's idle
I was working on a EOB-esque two-weapon system for DSB, and was wondering about a few things concerning how DSB's champion idle works.
First, I noticed that it blocks mouse clicks in the attack option area for that champion if it's above 0. Under the old system, this was probably neccessary, but now ...
First, I noticed that it blocks mouse clicks in the attack option area for that champion if it's above 0. Under the old system, this was probably neccessary, but now ...