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&DEL (CSBwin)
Posted: Sun May 22, 2005 4:27 pm
by Zyx
&DELeting a portrait facing west doesn't work. I don't know if it's because of the facing or because it's a portrait.
Also, portraits above number 255 are moded: portrait 256 shows as portrait 0.
Posted: Sun May 22, 2005 6:45 pm
by Paul Stevens
Actuatores are sorta permanent features compared to
things like Daggers and Sar Potions. &DEL was not
intended to remove Actuators. I changed it to delete
Actuators and it seemed to work. But perhaps it would
be better to provide a way to disable an Actuator and/or
change its Graphic.
I fixed the Portrait graphic 256. It was truncated in
three different places.
Posted: Sun May 22, 2005 10:13 pm
by Zyx
Ok, but in this case, I want to change the portrait - the picture stored in the CSBgraphics.dat -, not the wall graphic.
Posted: Sun May 22, 2005 10:25 pm
by Paul Stevens
Could you accomplish this by having more than one
portrait and then making them active or inactive
at the appropriate times? Or by hiding/showing?
I don't remember all of the details but I remember
providing quite a range of responses to messages.
Posted: Sun May 22, 2005 10:30 pm
by Paul Stevens
Another thing we could do is provide a "COPY"
command for actuators. You would place one of
each possibility in inaccesible locations and then
copy the proper one to the accessible portrait.
Perhaps this could be quite general so that any
actuator could be copied.....a torch holder could
become a portrait.
© (<actuatorIDsource> <ActuatorIDdestination> ... )
Posted: Sun May 22, 2005 11:11 pm
by Zyx
yes there are ways using the hide/show responses of the portraits, but I only manage to show 4 different portraits this way.
The © would suit me; besides, it seems very useful.
Posted: Sun May 22, 2005 11:17 pm
by Paul Stevens
Let's go with the ©. It is consistent with the
CopyTeleporter. You can use it to change the target
of an actuator, etc, etc, etc.
Posted: Sun May 22, 2005 11:49 pm
by Zyx
Thank you.
Could you provide a &GETPOISON / &SETPOISON for weapons, like &GETCURSE/&SETCURSE?
Posted: Mon May 23, 2005 7:35 pm
by Paul Stevens
NewGraphicEngine.zip has 98v53PAF2 and 1.98.
Fixed Portraits mod 256.
Fixed DMRules don't get saved.
Added &GET/SETPOISONED.
Added Copy Actuator (other things easy but not implemented
until they are needed).
Wow! This makes simple Shops easy. Put a coin
in an alcove and © the item to the coin.
With example.
Posted: Mon May 23, 2005 10:16 pm
by PaulH
Teleporting apples! Nothing can beat it!
Nice work.
Posted: Thu May 26, 2005 2:46 am
by Zyx
Beowuuf reported that there's a graphical glitch (vertical stripe) if text and buttons are on the wall together.
Posted: Thu May 26, 2005 3:14 am
by Paul Stevens
I tried a Green Button (OUT) and some text.
The button was drawn first and the text last.
I think that is what we agreed should happen.
The original FTL code did not allow both at once.
A small area gets cleared so that the text does
not get drawn on a mortar line.
The text clobbered much of the button. But
there is not much choice about that.
What did Beowuuf report and what did he expect?
Posted: Thu May 26, 2005 3:18 am
by Zyx
When there was a text AND a wall decorations, you changed the code so the small area wasn't cleared at all.
However, with the latest versions, the area gets cleared again.
Posted: Thu May 26, 2005 3:42 am
by Zyx
When editing the content of a chest, if I close the dialog using the cross at the upper right corner, I create invalid indirect indexes.
Posted: Thu May 26, 2005 3:48 pm
by Paul Stevens
Mortar Joint under text------fixed.
Editing chest and using 'Cancel' button----fixed.
CSBuild1.99.zip
NewGraphicEngine.zip (version 9.8v53PAF6)
====================================
The CSBuild problem was a terrible thing. The 'Cancel'
button attempted to restore the 'un-edited' version of
the chest ( and same for monsters ). But it did not work
and it left any newly added contents (or possessions)
in a state of limbo.....orphans and worse!

Posted: Thu Jul 07, 2005 1:47 pm
by beowuuf
&DEL doesn't work on monsters - I assume this is deliberate, or at least won't be changed as you would be worried that some idiot (like me) would delete a creature in a filter that is referencing it.
Is there a more elegant way to delete a creature than &MOVEing it to an unsupported level?
Posted: Thu Jul 07, 2005 8:52 pm
by Paul Stevens
Is there a more elegant way to delete a creature
Code: Select all
L0 L2 &! L0 L3 &! L0 L4 &! L0 L5 &! L0 LA L15 L16 F LO L6 &MONSTER!
Worked for me to kill four gigglers. Set their hitpoints to 0.
Posted: Thu Jul 07, 2005 9:22 pm
by beowuuf
Doesn't work on Chaos/Order : ) Well, Chaos anyway...hadn't checked on order...
Posted: Thu Jul 07, 2005 10:20 pm
by Paul Stevens
Are they invincible? Would that explain the problem?
If so, I suggest that you teleport them to a corner from
which they cannot escape.
Posted: Thu Jul 07, 2005 10:28 pm
by beowuuf
Dumped them in an unsupported level : )
I'll recheck them later, I only checked Chaos once, he might have accidentally had the invincibility set, though he should have.
Posted: Fri Jul 08, 2005 10:11 pm
by beowuuf
Rechecked and Lord Order, Chaos and the Grey Lord are immune to a 0 hit points death. I assume this 0 hit points thing only registers the next time the creature performs an action such as movement or attacks?
Anyway, I gave those three the time and means to move, and they didn't die, while a dragon and golem were reduced to items in less than a second.
Posted: Fri Jul 08, 2005 10:18 pm
by rain`
In case you didnt know, theres a bit in the graphics.dat file for every monster that represents invulnerability. If you check it with ADGE you'll see it. Chaos, grey lord, and lord order i believe all have this set.
This might be why they are immune to the 0 hp death.
Posted: Fri Jul 08, 2005 10:29 pm
by beowuuf
Ah, that would be it then - interesting, so there are two ways to make invulnerable monsters - by type (graphics.dat) or by individual (CSBwin / hp). Just checked, and you can still kill an 'invulnerable' single creature with the 0 hp trick. Which is nice!
Posted: Sat Oct 22, 2005 1:44 am
by Zyx
It seems that &DEL doesn't work on clouds.
Posted: Sat Oct 22, 2005 2:17 am
by Paul Stevens
You are probably right. Clouds have timers associated
with them so that the cloud can disapear at some time.
So it is a lot of work for me and for the runtime to
search the timer list for the correct timer. It involves a
linear search. Creating and deleting clouds in rapid
succession could cause a CPU resource problem.
I'll try to implement it. I suppose that if someone (certainly
not you, of course) should decide to abuse the feature then
I could expand the definition of a cloud to contain the
location of its associated timer. What a pain.
Posted: Sat Oct 22, 2005 2:39 am
by Zyx
I get around it by &moving the cloud away, so don't waste your time on this!
Posted: Sat Oct 22, 2005 3:17 am
by Paul Stevens
Glad I paused for a moment. &MOVE has the same problem
with finding and modifying the timer entry. (But it was
solved, I hope, by the standard routines that teleport
objects around the dungeon.) At any rate, don't get too
carried away moving clouds around by the hundreds.
Posted: Sat Oct 22, 2005 9:39 am
by beowuuf
I believe you solved it when I was pratting around &moving clouds! I assume this is to solve certain deathcloud issues, is it?
Posted: Sat Oct 22, 2005 11:01 am
by Zyx
No no, the deathclouds issues are fixed thanks to a
delete monster filter.
Posted: Sat Oct 22, 2005 12:34 pm
by beowuuf
AH, I did briefly look at the doc, hadn't remembered its exact functionality. Interesting, so this is something new....