What's new:
- Added dsb_viewport_distort(effect) for viewport postprocessing
- trigger_controller can now respond depending on the party's facing
- Inventory load "yellow" and "red" colors and values are no longer hardcoded
- Added a DM2 table to the test_dungeon and slightly modified the renderer to support it
- Light handles can now be arbitrary integers or strings
- Behavior of item_action sending messages to a list of targets is now more sensible
- viewangle property now takes a four element boolean table of the form {north, east, south, west}
- Added dsb_get_pixel(bmp, x, y) and dsb_set_pixel(bmp, x, y, rgb, [alpha]) for per-pixel bitmap manipulation
- Added h_party_move(have_party, delay) hook
- Added use_ch_exvar(who) function to base code
- Positive-numbered SYSTEM messages are now processed through sys_system_message
- Fixed a Lua error when a monster uses zo to open a door
- Fixed some glitches with font and sound loading
- Fixed the parameter list for sys_base_impact
- Made ESB's right side controls able to become floating windows
- ESB Location and Target pickers can now be resized
- ESB Find Insts now keeps highlight marker after you go to location in main view
DSB Version 0.47
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Re: DSB Version 0.47
Nice.
Bug: The table renderer doesn't show the closest two items when the party is one step away from the table. I couldn't test other relative positions yet.
Request for the next version : dsb_get_portrait(char) = bitmap (returns a *copy* of the portrait bitmap)
I know it's not possible to change the character portraits during the game, however, being able to have a reference to said portraits to make custom displays (dialogs, end of game stats etc.) would be nice.
Bug: The table renderer doesn't show the closest two items when the party is one step away from the table. I couldn't test other relative positions yet.
Request for the next version : dsb_get_portrait(char) = bitmap (returns a *copy* of the portrait bitmap)
I know it's not possible to change the character portraits during the game, however, being able to have a reference to said portraits to make custom displays (dialogs, end of game stats etc.) would be nice.
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Re: DSB Version 0.47
What? It works fine for me. Unless you meant to say that the table renderer doesn't show the most distant two items when the party is two steps away from the table... in which case, you're correct. Floor items aren't drawn at this distance, either. It would be kind of a mess to change this.Joramun wrote:The table renderer doesn't show the closest two items when the party is one step away from the table.

It is possible to change character portraits!Joramun wrote:Request for the next version : dsb_get_portrait(char) = bitmap (returns a *copy* of the portrait bitmap)
I know it's not possible to change the character portraits during the game, however, being able to have a reference to said portraits to make custom displays (dialogs, end of game stats etc.) would be nice.
You can do dsb_replace_portrait(character, bitmap_name) to set it to gfx.bitmap_name. It needs the name as a string, rather than a bitmap, because there isn't (or I don't know of a sensible way to) save a reference to an arbitrary bitmap. Or is this not what you meant?
Re: DSB Version 0.47
The bug seems random. Sent you an e-mail.Sophia wrote:What? It works fine for me.Joramun wrote:The table renderer doesn't show the closest two items when the party is one step away from the table.
Hehe. That's not what I meant.Sophia wrote:there isn't (or I don't know of a sensible way to) save a reference to an arbitrary bitmap. Or is this not what you meant?
Now, what if the player has chosen his party members, and I want to make a dialog pop-up and show the portrait of the leader character?
I can't, because I don't know which character has which portrait. That's because once the:
dsb_add_champion(id, name, port, stats) has been executed,
the info: characher "id" has the portrait "port" is lost by the script code.
there is no way to tell the engine that it should get the portrait of a specific character in the party and display it somewhere.
If you don't want to make a bitmap reference, then a simple function returning the name of the portrait in the gfx table would be ok.
Do I make any sense ?
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