hi.
i'm not good at having generic chat talk, just talking about DM2 specific info (about dungeon.dat/graphics.dat) i researched.
i think it is better to know how DM2 realizes some new features to discuss next improvement point of RTC.
following talk is about i know and i guess. i have quoted the headline from purple1's post.
Town shops and money box, gems and coins as currency
about shop.
you can trade items with money, or vice versa.
shop panel is presented as a wall ornate. it is associated with shop panel floor actuator. you can check the overview of actuator @
http://members.at.infoseek.co.jp/danmas ... _A.htm#3FW
that actuator has an attribute (some actuator uses it as 'delay' value) to select list of merchandices.
number of merchandices themselves are placed at a floor. there are about 40 items (including same type of item) per shop.
shopkeeper picks it up on demand.
about moneybox.
money box seems to be implemented as a chest.
actually, the money box holds some coin/gem items. there is a money box in the torham's home in dungeon.dat. you can check it with tool DMDC2.
Ability to place multiple terrain types and transitions
in graphics.dat, you can see the wall/floor image set in dungeon graphics section.
in any time, DM2 uses only SINGLE terrain type set AT A TIME.
however, for example, if you are in front of shop entrance, you can see the inside shop. that image is a prerendered sprite image displayed by floor ornate. it is in graphics.dat, you can check the fixed sprite image attached at floor ornate section with DM2GDED.
you can see creatures over there a gate (shop entrance, keep entrance, wooden gate, ...).
it is presented by combination of cross scene actuator and teleporter.
that actuator projects the destination of teleporter.
Weather changes outside
about thunderbolt.
if it is rain, you often see falling thunderbolt around you. the thunderbolt is a missle (e.g. fireball is a kind of missle). that missile immediately explodes at the falling point and wound you if you touch it.
New monsters
about minion.
minion is represented as a creature record in dungeon.dat. its basic behavior is like other enemy such as glop. but minion, generated by you, doesn't attack you, and glop attacks you.
also your minion doesn't attack other your minion. this trick is easy. there is an entry to represent its creature's enemy in each creature class.
it is represented as a set of creatures, such as "C0 C2 C9 C13-16 C18 C23 C27-33 C35 C38 C42-43 C55-56 C65-66 C69 C72 C74 C76 C78 C82 C84 C87". (e.g. C0 is thorn daemon, C2 is vortex, and so on).
New items
about minion map.
how each minion map minion remember the target location.
i've posted a overview on my page @
http://members.at.infoseek.co.jp/danmas ... index.html
Etc
animation of boiler/steam engine.
they are defined as creatures. there is an actuator to make the creature animate once.
about clan key hole at keep entrance hall.
you need 4 keys to open.
realized with some actuators.
if you push the key, key is set.
the item watcher actuator takes a clan key from you if you push.
and coexsiting item watcher actuator actives ornate step animator actuator. if activated, ornate step animator displays next image (clan key hole is a wall ornate). wall ornate of clan key hole has 5 images (0, 1, 2, 3, 4 keys set image).
how about minion transform.
overview is already discussed @
http://www.dungeon-master.com/forum/vie ... 0673#30673
this is a technique of creature generator in DM2.
creature generator has an attribute for a point #.
if creature (specific minion) is generated, it finds point # and go there.
the point is defined as text record (3rd table in item db).
text record is also used to place another type of creature generator/message board/window/laddar/mineral/plant and so on.
i guess that text record is used instead of actuator because actuator table almost runs out. in PC version, there are 1019 actuator records.
text record has only 1 nibble.
sturct TEXT_RECORD {
WORD link;
WORD nibble1;
};
to make minion destination point, 2 text records are used.
first 1 is to define creature type after transform.
nibble1 binary format is: 00001?NNNNNNN010
NNNNNNN is creature #.
next 1 is to define point #.
nibble1 binary format is: ????NNNN?????100
NNNN is point #.
there is no method (actuator and so on) to navigate the minion to the transform point. minion automatically finds transform point and decides the path to reach there.
if you have question about above, plz post it. i'll check as possible as i can and answer it.