spell filtering
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spell filtering
Suggested texts for the spell filter function:
This spell is too difficult.
The spell fizzles and dies.
For the parameter 10 - "Unused 1", of the spell filter, could it be "objects held in hand".
I don't know why but the horn of fear is hard to pick with the hand/mouse. there's no effect when cliking on the upper part of the horn graphic.
I get an "illegal load command" when I try L32768 with a DSA (I need this value for the <object type mask> , the CLOUD bit is 15). I guess it should be a long instead of an integer.
This spell is too difficult.
The spell fizzles and dies.
For the parameter 10 - "Unused 1", of the spell filter, could it be "objects held in hand".
I don't know why but the horn of fear is hard to pick with the hand/mouse. there's no effect when cliking on the upper part of the horn graphic.
I get an "illegal load command" when I try L32768 with a DSA (I need this value for the <object type mask> , the CLOUD bit is 15). I guess it should be a long instead of an integer.
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
I'll add the suggested texts.
"Objects held in hand"????? Plural? Which hand? Do you want the code
to pretend that this object is held in the hand? Or do you want to know what
object is in the hand? You can do the latter by looking at the caster's
possessions.
I have noticed that many objects must be picked up by clicking on the
lower part, or at least not right at the top. I have never had difficulty
with the horn myself.
32768 should work. I'll make it work.
I owe you an answer about &ADD. And I am working on &ADD
of monsters. They are hard because it depends on the level and they
have additional records associated with them (like timers and group descriptors).
"Objects held in hand"????? Plural? Which hand? Do you want the code
to pretend that this object is held in the hand? Or do you want to know what
object is in the hand? You can do the latter by looking at the caster's
possessions.
I have noticed that many objects must be picked up by clicking on the
lower part, or at least not right at the top. I have never had difficulty
with the horn myself.
32768 should work. I'll make it work.
I owe you an answer about &ADD. And I am working on &ADD
of monsters. They are hard because it depends on the level and they
have additional records associated with them (like timers and group descriptors).
Yes, that's what I want to know. (so I can check if the caster is holding the cleric symbol, or an empty flask, etc.) How do I look at the caster'sPaul Stevens wrote:Or do you want to know what
object is in the hand? You can do the latter by looking at the caster's
possessions.
possessions?
Just a side note: I think &ADDing a monster not allowed on the level should make it die, leaving its possessions. (like if the monster was teleported on this level). Do you agree?
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Isn't there a function to do this? I had always planned a functionHow do I look at the caster's possessions?
to retrieve the n'th possession (there are 30). Something like
&Possessiion (<character> <possession number> ... <possession>)
I've added it to my list
Most assuredly. Monsters CANNOT survive on levels where they are not allowed.I think &ADDing a monster not allowed on the level should make it die
Did this work properly when a monster dropped another monster? I don't
think I ever tried it.
Oh, dear. I stripped the ADDed monster of its possessions. Leaving itsleaving its possessions
possessions makes things even harder. The Screamer carring a chest, in the
chest a Dragon, the Dragon carryng .......etc......... Oh, dear. I will have to
rearrange the code to allow for such recursions.
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
wouldn't this mean that if you killed the monster above that it would then drop the monster? Meaning that you'd see the puff of smoke and there would be the other mosnter staring at you. :/ (just a stray thought)Most assuredly. Monsters CANNOT survive on levels where they are not allowed.
Did this work properly when a monster dropped another monster? I don't
think I ever tried it.
so teleporting a monster to a different level kills them as well.. hmm.. I wondered about that. I always though you could put a monster teleporter above a pit to make them survive the fall... oh well.
moo
Not that I need them currently, I have no plans with monsters possessions, except "predefined possessions".Paul Stevens wrote:I stripped the ADDed monster of its possessions. I will have to rearrange the code to allow for such recursions.
But I guess this request would happen soon or late.
Yes, this is exactly what happens.cowsmanaut wrote:wouldn't this mean that if you killed the monster above that it would then drop the monster? Meaning that you'd see the puff of smoke and there would be the other mosnter staring at you.
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Boy, I hope so.I assume &ADD makes a copy, not a clone. Am I right?
What about the object held in the cursor? That could be -1.Is is possible to &ADD and &DEL an item in the party inventory? (maybe with a special "location", like -2,-3,-4,-5?)
-100 through -129 for first character possessions.
-200 through -229 for second character possessions.
etc.
I'll look into it. Should be possible.
I'll fix it.&LEVEL, &X, &Y, &POS are not recognized when designing a DSA.
It was never implemented. It does nothing.&ECF@ returns the location instead of the flags
I'll figure out what to do about this. I may tell you not to do it! You should not&TYPE (-1) gives an index error message. It should be silent
be asking the 'type' of nothing. But it may be convenient to return a -1 or
something.
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Hmmmmm. Thought I had already done that. I had planned to.
It will work by "Saying" the text found at a location in the dungeon
so that the parameter can specify what text is to be "Said". Like this:
You could have four texts in the same wall location...one at each position.
Would you like to be able to specify the color of the text?
It will work by "Saying" the text found at a location in the dungeon
so that the parameter can specify what text is to be "Said". Like this:
Code: Select all
LA &SAY
Would you like to be able to specify the color of the text?
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Depends on what you mean. A subroutine (called from within a DSA) certainly canIf I end a DSA function with some values left in the stack
leave things on the stack. Otherwise they would be useless. You might call these
'Functions'.
But the execution of a DSA always starts with an empty stack. When it receives a
message (S0, S1, .......T3) the stack is empty. When it exits, the stack is lost.
I posted CSBuild1.54 and a new CSBwin in Size4Demo.rar. Here are the notes
( I have lost track...there are so many):
--Party Location as Spell Parameter
--Move variables DrawAsSize4Monsters and invisibleMonsters to non-platform
dependent location
--Large Death Cloud for Size4 monsters
--DSA - Ability to control Footprints floor graphics.
--Walltext character name substitution
--DSA - Delimit stack contents in DSA trace
--DSA - New Failed-Spell texts
--DSA - &ECF! trace
--DSA - &ADD Actuators
--DSA - &ADD Monsters
--DSA - Retrieve Character Possessions
--DSA - Correct L32768 bug
--DSA - &ADD objects to cursor and character possessions
--DSA - &DEL objects from cursor and character possessions
--DSA - &SAY implemented
--DSA - Return -1 for &TYPE(-1) (avoid error message)
--DSA - Implement &ECF@
--DSA - Implement &LOC2ABSCOORD
--DSA - Implement &NOT
thank you, I'll check the new version.
I'd like to know the wizard level of the caster in the spell filtering. Is it possible?
What is 8 - Spell Byte 5?
Can I make a spell fail if I change the 7 - Skill Required?
Is there a parameter for the experience gain, and if I change it, will the caster gain it?
The spell 1300 is filtered as 1306.
I'd like to know the wizard level of the caster in the spell filtering. Is it possible?
What is 8 - Spell Byte 5?
Can I make a spell fail if I change the 7 - Skill Required?
Is there a parameter for the experience gain, and if I change it, will the caster gain it?
The spell 1300 is filtered as 1306.
&U< is not recognized
I don't know what the &SHIFT (x y ... x<<y) operation is. Could you give an example?
I can't make the &SAY (textID color) command work. I tried with color 0, color 1 and color 255. I tried with floor texts and wall texts. I just have a line in the timertrace: &SAY .
Some more suggestions for failed spells texts:
%caster% needs more practice with this spell
this spell requires a component
I don't know what the &SHIFT (x y ... x<<y) operation is. Could you give an example?
I can't make the &SAY (textID color) command work. I tried with color 0, color 1 and color 255. I tried with floor texts and wall texts. I just have a line in the timertrace: &SAY .
Some more suggestions for failed spells texts:
%caster% needs more practice with this spell
this spell requires a component
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
I'll make it possible.[know the wizard level of the caster
Darned if I know. The code uses it for something. It is theWhat is 8 - Spell Byte 5
fifth byte of the spell's description, I think.
I don't know.Can I make a spell fail if I change the 7 - Skill Required
I don't know. thes things will require a study of the spell-casting code.Is there a parameter for the experience gain, and if I change it, will the caster gain it?
Perhaps someday I can try to document tese things. I'm a bit busy now.
I'll try to fix that.The spell 1300 is filtered as 1306.
I'll fix that.MSB command sends a message to level mod 16
Ouch. I don't know how to fix this but I will try.The inventory view is not updated if &ADD or &DEL commands are issued while viewing the backpack.
I'll fix that&U< is not recognized
Left shift. X is shifted left y bits. Multiply by 2 to the yth power.don't know what the &SHIFT
Examples:
5<<1 = 10
5<<2 = 20
5<<3 = 40
The Size4Demo has an example. In the farthest cell due east ofI can't make the &SAY (textID color) command work
the start. 0(9,0) I think.
I'll add thesesuggestions for failed spells texts
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA