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Re: A question about DB2ACK   Message List  
Reply | Forward Message #1910 of 3135 |
RE: [DragonBaneII] RE: A question about DB2ACK

Yes, I used both these techniques extensively when coding "Princess
Demelza". Sometimes however, I found that although I had originally a script
that fitted in the window, as I added lines in the middle of the script I
inadvertently pushed the last part of the script out of the viewable area,
but I couldn't easily (while testing a procedure) split this off onto
another "invisible" map square. So. I discovered that you can, if necessary,
write code that you cannot see by printing to a text file then just deleting
everything except the map square code you are working on, printing it out
then carefully cross referencing it while adding or adjusting the new code.

As an example I have attached two examples below. The first is the code for
one of the fountains of knowledge which uses island jumping & the print out
method described above extensively. The second example is the King at Darion
Grove Friary in "Princess Demelza"(c) which chained together small scripts
by using the teleport to unused squares method as described by Jason.
(However when you do this be careful that the unused square is a similar
type to the one you are coming from. IE: If you enter a doorway don't
teleport to a unused outdoor square then back again because you will get a
flash of green when you enter the building! You need to teleport to another
unused building ideally facing in the same direction!)

Also, my apologies for the way Yahoo might mangle the line structure a bit!

Regards,
Simon Jacobs
Princess Demelza Adventure - Author.

Fountain example:

01: JUMP IF CLEAR 075 007 01: JUMP IF CLEAR 041 003
02: JUMP IF SET 001 007 02: DISPLAY WALL 017
03: STATE CLEAR 040 03: END
04: STATE CLEAR 042
05: STATE CLEAR 043
06: STATE SET 001
07: JUMP IF SET 041 040
08: JUMP IF SET 073 012
09: FULL IMAGE 038 0178
10: FULL TEXT 0192
11: STATE SET 073
12: MENU ITEM ADD 0180 017
13: MENU ITEM ADD 0181 044
14: MENU ITEM ADD 0182 045
15: MENU ITEM ADD 0183 046
16: MENU DISPLAY 161 0179
17: JUMP IF SET 040 048
18: STATE SET 044
19: QUESTION 038 0189 012
20: CHECK GOLD 02000 G 025
21: TAKE GOLD 01000 NONE 041
22: JUMP IF SET 044 036
23: JUMP IF SET 045 060
24: JUMP IF SET 046 070
25: CHECK GOLD 01000 NONE 030
26: TAKE GOLD 00500 NONE 041
27: JUMP IF SET 044 036
28: JUMP IF SET 045 060
29: JUMP IF SET 046 070
30: CHECK GOLD 00100 NONE 041
31: TAKE GOLD 00050 NONE 041
32: JUMP IF SET 044 036
33: JUMP IF SET 045 060
34: JUMP IF SET 046 070
35: BREAK
36: JUMP IF SET 075 051
37: FULL IMAGE 161 0253
38: STATE SET 040
39: STATE CLEAR 044
40: BREAK
41: MESSAGE 161 0080
42: JUMP 012
43: JUMP 020
44: JUMP 057
45: JUMP 066
46: JUMP 077
47: BREAK
48: FULL IMAGE 038 0185
49: JUMP 012
50: BREAK
51: FULL IMAGE 161 0255
52: JUMP 038
53: BREAK
54: FULL TEXT 0256
55: JUMP 072
56: BREAK
57: QUESTION 038 0190 042
58: STATE SET 045
59: JUMP 020
60: TRAP MAGIC 050 UNAVOIDABLE 000
61: FULL IMAGE 167 0186
62: STATE SET 041
63: STATE CLEAR 045
64: POPUP TEXT 0193
65: BREAK
66: JUMP IF SET 042 048
67: QUESTION 038 0191 042
68: STATE SET 046
69: JUMP 043
70: JUMP IF SET 075 054
71: FULL TEXT 0254
72: STATE SET 042
73: STATE CLEAR 046
74: BREAK
75: MESSAGE 161 0080
76: JUMP 043
77: JUMP IF SET 043 082
78: MESSAGE 161 0184
79: REGEN 010 UNAVOIDABLE BOTH
80: STATE SET 043
81: BREAK
82: POPUP TEXT 0194
83: END

King at the friary example (27,29 is the dummy square.):

01: TIME CHK 7:30P 4:30A 004
02: POPUP TEXT 0084
03: BREAK
04: JUMP IF SET 078 030
05: BUILDING CUSTOM 000 000 000
06: TAKE OBJECT 0043 010
07: FULL IMAGE 035 0257
08: GIVE GOLD 00150 NONE
09: STATE SET 033
10: JUMP IF CLEAR 080 013
11: MAP EXIT 027 029 255 NONE
12: BREAK
13: JUMP IF SET 079 049
14: JUMP IF SET 066 033
15: MENU ITEM ADD 0083 018
16: MENU ITEM ADD 0073 031
17: MENU DISPLAY 035 0081
18: FULL IMAGE 035 0167
19: FULL TEXT 0168
20: FULL TEXT 0169
21: FULL TEXT 0170
22: FULL IMAGE 035 0171
23: JUMP IF SET 018 026
24: GIVE GOLD 00150 NONE
25: STATE SET 018
26: STATE CLEAR 001
27: STATE SET 002
28: STATE SET 013
29: JUMP 055
30: JUMP 057
31: STATE SET 001
32: JUMP 055
33: MENU ITEM ADD 0083 036
34: MENU ITEM ADD 0073 055
35: MENU DISPLAY 035 0081
36: FULL IMAGE 035 0195
37: FULL TEXT 0196
38: FULL TEXT 0197
39: FULL TEXT 0218
40: FULL IMAGE 035 0222
41: FULL TEXT 0219
42: JUMP IF SET 026 055
43: TAKE OBJECT 0010 044
44: STATE SET 023
45: STATE SET 025
46: STATE SET 026
47: STATE CLEAR 068
48: JUMP 055
49: MENU ITEM ADD 0083 052
50: MENU ITEM ADD 0073 055
51: MENU DISPLAY 035 0081
52: FULL IMAGE 035 0303
53: FULL TEXT 0310
54: FULL IMAGE 035 0314
55: MAP EXIT 027 027 255 NONE
56: BREAK
57: POPUP TEXT 0258
58: END

This then teleports to the dummy square at the 'back' of the friary (The
exit at 27,27 is back outside the real friary. The direction is <none> so
that whatever way you where facing when you entered the friary will exit you
correctly when you leave again dependant on the player's preference
settings.)...

// LAST THREE KING STAGES 01: MAP SQUARE 0312
01: JUMP IF SET 082 023 02: END
02: JUMP IF SET 081 013
03: MENU ITEM ADD 0083 006
04: MENU ITEM ADD 0073 039
05: MENU DISPLAY 044 0081
06: SOUND NOW FANFARE1
07: SOUND NOW FANFARE2
08: FULL IMAGE 044 0348
09: FULL IMAGE 035 0349
10: FULL TEXT 0350
11: FULL IMAGE 035 0358
12: JUMP 039
13: MENU ITEM ADD 0083 016
14: MENU ITEM ADD 0073 039
15: MENU DISPLAY 035 0081
16: FULL IMAGE 035 0368
17: FULL TEXT 0369
18: FULL IMAGE 035 0370
19: TAKE OBJECT 0365 039
20: STATE SET 032
21: STATE CLEAR 068
22: JUMP 039
23: MENU ITEM ADD 0083 026
24: MENU ITEM ADD 0073 039
25: MENU DISPLAY 035 0081
26: JUMP IF SET 032 030
27: FULL IMAGE 035 0402
28: TAKE OBJECT 0365 031
29: JUMP 031
30: FULL IMAGE 035 0403
31: FULL IMAGE 035 0404
32: SOUND NOW FANFARE1
33: SOUND NOW FANFARE2
34: FULL IMAGE 001 0405
35: TAKE OBJECT 0361 039
36: STATE CLEAR 068
37: STATE SET 078
38: STATE SET 255
39: MAP EXIT 027 027 255 NONE
40: END


-----Original Message-----
From: Jason Freund <freund@...>
[mailto:freund@...]
Sent: Friday, 10 January 2003 04:33
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] RE: A question about DB2ACK



[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: --



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Thu Jan 9, 2003 9:33 pm

simonsalo
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Forward
Message #1910 of 3135 |
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[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 ... ...
Jason Freund <freund@...
jlfreund
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Jan 9, 2003
6:33 pm

Yes, I used both these techniques extensively when coding "Princess Demelza". Sometimes however, I found that although I had originally a script that fitted in...
Simon Jacobs
simonsalo
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Jan 9, 2003
8:34 pm

Dear Jason [original msg#1909 -- and HTML link -- at end of post] I thought that if you teleported to a special map square, the Dragon Bane 2 Engine (DB2E)...
neftf <Cyb0Au0Dragon2...
neftf
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Jan 10, 2003
10:10 am

Hi, Moving the user to a new mapsquare usually involves just the MAP EXIT instruction. However, there are some special cases. The most extreme case is moving...
neftf
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Aug 24, 2003
10:39 pm

Dear Patrick [original msg#1909 -- and HTML link -- at end of post after repost of msg#1178 -- and HTML link], I do not work for Mythological Software, however...
neftf <Cyb0Au0Dragon2...
neftf
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Jan 11, 2003
9:52 am
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