[Hope you don't mind that I am replying through the forum]
For really long jumps, you have to use a string of "island jumps"
03: JUMP 30
:
30: JUMP 45
:
45: END
For editing large scripts, expand the window to full screen, and
change the font to be very small. Right click on the mapeditor icon,
and there is a setting in one of the tabs for the font.
I don't think there is a limit to the number of lines in a script
except for what you can display in a window.
Note that it should be possible to create arbitrarily long scripts by
chaining together smaller scripts. For example, after the first 20
lines or so, you can teleport your party to some unused square in the
corner of the map, where execution continues, and then teleport them
to another square, and so on, and finally teleport them back. Make
sure you set and use local state to ensure that when you finally
teleport back, execution will not start over again.
Jason
-----Original Message-----
From: Patrick Dennis [mailto:
pdennis@...]
Sent: Thursday, January 09, 2003 4:51 AM
To: Jason Freund
Subject: RE: A question about DB2ACK
Hi,
I have another question, with the map editor (I am using Map Editor
v0.99.2), how many lines of code can you have in a motion script? If
I write over 47 lines, it doesn't allow me to scroll down further to
write more lines. If one of my JUMP's is to a line past 47, then I
get an error when I try to save the map, it gives me an out of range
for that jump.
I played Princess Demelza and at the end of his adventure, he says
that his longest Motion Script was 88 lines, so I know I can write
more than 47 lines but am unable to.
Any ideas?
Thanks,
Patrick
Re: That's a good idea, but unfortunately only pre-constructed chars
can be
Re: added.
Re:
Re: What you could do is make several identical no-frills chars of
each class
Re: avail, and then after the user picks chars of desired classes, he
gets a set
Re: of free potions to re-shape the party's attributes as desired.
Re:
Re: So you walk the party into a Strength lab, where the party is
given a random
Re: number between 0-2 +5 str potions, 1-3 +2 str potions, and 2-5 +1
str
Re: potions. Then you walk the party into the Dex lab, Int, Sta
labs. After
Re: dividing up and consuming the potions, you have accomplished the
same thing
Re: as rolling the dice and spending those attribute points among
your party
Re: members. I think that would be fun.
Re:
Re: Jason
Re:
Re: -----Original Message-----
Re: From: Patrick Dennis [mailto:
pdennis@...]
Re: Sent: Wednesday, January 08, 2003 2:56 PM
Re: To: Jason Freund
Re: Subject: RE: A question about DB2ACK
Re:
Re:
Re: Hi Jason,
Re:
Re: I'm working on the story and I'm learing the map editor and how
the graphics
Re: tie in with everything. So basically, I've just started. I'm
thinking that
Re: it will take about 6 months to complete, seeing that I am only
working on it
Re: part time.
Re:
Re: One more question, have you guys thought about having the user
create their
Re: own party instead of picking from already created users? This is
what I was
Re: actually thinking about when I asked my question. I was going to
have a
Re: place where you take your group and re-roll their attributes,
based on a
Re: fixed range and using the random number generator. Once you got
what you
Re: liked, you then changed the users STR, DEX, INT, etc from the
random numbers
Re: you created. I just remember thinking of this from The Bard's
Tale.
Re:
Re: Just an idea.
Re:
Re: Thanks for responding,
Re:
Re: Patrick
Re:
Re:
Re:
Re:
Re: Re:
Re: Re: Hi,
Re: Re:
Re: Re: Sorry, I think it can only be done by having the wall make a
potion
Re: Re: available to the party. By the way, how far along are you in
your
Re: Re: adventure?
Re: Re:
Re: Re: MythoLogical
Re: Re:
Re: Re: -----Original Message-----
Re: Re: From: Patrick Dennis [mailto:
pdennis@...]
Re: Re: Sent: Wednesday, January 08, 2003 12:02 AM
Re: Re: To:
info@...
Re: Re: Subject: A question about DB2ACK
Re: Re:
Re: Re:
Re: Re: Hi Guys,
Re: Re:
Re: Re: First of all, great job on the ACK, you have a good tutorial
and the map
Re: Re: edit program is easy to learn.
Re: Re:
Re: Re: I was trying to have a spell cast (non-combat) when a party
moves into a
Re: Re: special section of wall, and I want to have that spell
increase one
Re: member
Re: Re: of the party's either STR,INT,DEX or STA by 1 point. The
only spells I
Re: see
Re: Re: to increase attributes are for DEX and STR but they are
combat only and
Re: when
Re: Re: you use a Trap Magic you can only call non-combat spells. I
would use
Re: Re: potions but I would like to have the change take effect once
they move
Re: into
Re: Re: the special section of the wall.
Re: Re:
Re: Re: My questions are:
Re: Re:
Re: Re: 1) Can I create non-combat spells to increase STR,INT,DEX or
STA?
Re: Re:
Re: Re: OR
Re: Re:
Re: Re: 2) Can I, in a motion script, have a member of the party use
a potion
Re: Re: without them explicitly doing so?
Re: Re:
Re: Re: Thanks in advance for your help.
Re: Re:
Re: Re: Regards,
Re: Re:
Re: Re: Patrick
Re: Re:
Re: Re: --