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Need Help with Ye Olde Tabletop RPG Character Roller-Upper.

 
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Kizul Emeraldfire
Type: Cyber Dragoon




Joined: 26 Mar 2004
Posts: 229

PostPosted: Thu Jan 18, 2007 2:44 pm    Post subject: Need Help with Ye Olde Tabletop RPG Character Roller-Upper. Reply with quote

Okay, allow me to summarize (as best I can):

Remember waaaaaay back to Ye Olde Dayes of table-top RPGs, before things like even the Commodore 64 and Atari had been created?

Remember rolling up characters and stuff? Well, even if you don't that's sorta what I'm attempting to duplicate here with yet another demo RPG/RPG template I'm making.

HOWEVER, for some reason (currently unknown to me), the dice aren't rolling the way they should. Somehow, the script is borked.

So, could someone please show me what I'm doing wrong? :( I honestly have no clue. Below is the download link to the Zip file, which includes the HSS, HSI and RPG file I've been working with:

http://www.geocities.com/kizulslair/trolls.zip

P.S.: If you find that the NPCs have '0' as their Move Speed — that isn't the problem I don't think. I just retried it with them all set to 4, and it still doesn't work. :(
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Jan 18, 2007 6:00 pm    Post subject: Reply with quote

I had a quick look at the script:

Code:
set tag (d6Tag,on)

while (d6Tag == on) do (


Code:
if (check tag (tag:d61_Spin == on))


And here I post the script in case anyone else wants to look at it:

Code:
##################################################

include, plotscr.hsd
include, scancode.hsi
include, trolls.hsi

##################################################

define script (autonumber,Set Die,3,2,4,5)
define script (autonumber,Unset Dice,none)   
define script (autonumber,Spin d6,2,0,2)   #=- The reason for
define script (autonumber,Spin d4,2,0,2)   #=- so many diff-
define script (autonumber,Spin d8,2,0,2)   #=- erent Spin
define script (autonumber,Stop Die,none)   #=- scripts is due
define script (1,New Game,none)      #=- to all the dice
define script (2,LoadGame,none)      #=- having differ-
define script (3,Keypress,none)      #=- ent numbers of
define script (autonumber,Spin All,none)   #=- ueed frames. :)

##################################################

script, Set Die, Die, DieX, DieY, begin

create NPC (Die,DieX,DieY,0)   #=- This die will be created
set NPC frame (Die, 0)      #=- pointing Up on frame 0.

#=- The dice I made are on X/Ys 4/5, 7/5 and 10/5 by default
#=- for the 3d6, 7/6 for the 1d8 and 1d4 - just a heads-up.
#=- Also, NPCs 0-2 are White d6, 3-5 are Red d6, NPC 6 is
#=- the 1d4 and NPC 7 is the 1d8. :)

end

#########################

script, Unset Dice, begin

destroy NPC (0)
destroy NPC (1)
destroy NPC (2)
destroy NPC (3)   #=- Setting creates 'em - unsetting
destroy NPC (4)   #=- destroys 'em. It's like playing
destroy NPC (5)   #=- God... with DICE! >8)
destroy NPC (6)
destroy NPC (7)

end

##################################################

script, Spin d6, Die, d6Tag, begin

set tag (d6Tag,on)

while (d6Tag == on) do (

set NPC direction (Die,Up)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

set NPC direction (Die,Right)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

set NPC direction (Die,Down)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

)

end

#########################

script, Spin d4, Die, d4Tag, begin

set tag (d4Tag,on)

while (d4Tag == on) do (

set NPC direction (Die,Up)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)

set NPC direction (Die,Right)
set NPC frame (Die,0)
wait (1)

set NPC direction (Die,Down)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)

set NPC direction (Die,Left)
set NPC frame (Die,0)
wait (1)

)

end

#########################

script, Spin d8, Die, d8Tag, begin

set tag (d8Tag,on)

while (d8Tag == on) do (

set NPC direction (Die,Up)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

set NPC direction (Die,Right)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

set NPC direction (Die,Down)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

set NPC direction (Die,Left)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

)

end

##################################################

script, Stop Die, begin

if (check tag (tag:d61_Spin == on))
then (set tag (tag:d61_Spin,off))

else (if (check tag (tag:d62_Spin == on))
then (set tag (tag:d62_Spin,off)))

else (if (check tag (tag:d63_Spin == on))
then (set tag (tag:d63_Spin,off)))

else (if (check tag (tag:d4_Spin == on))
then (set tag (tag:d4_Spin,off)))

else (if (check tag (tag:d8_Spin == on))
then (set tag (tag:d8_Spin,off)))

else (suspend player
   play sound (0,false,false)
   wait (30)
   play sound (2,false,false)
   unset dice
   wait (1)
   set die (3,4,5)
   set die (4,7,5)
   set die (5,10,5)
   set die (6,6,6)
   set die (7,8,6)
   wait (14)
   spin all
   resume player
)

end

##################################################

script, New Game, begin

set die (3,4,5)
set die (4,7,5)
set die (5,10,5)
set die (6,6,6)
set die (7,8,6)
wait (15)
spin all
end

#########################

script, Load Game, begin

#=- I dunno, lol! ¯\(º_O)/¯

end

#########################

script, Keypress, begin

if (key is pressed (45)) then (stop die)

#=- If the X key is pressed, then one die SHOULD stop
#=- each time it's pressed.
#=- However, since none of theme seem to spin at all,
#=- this is just a mostly-meaningless note. :(

end

##################################################

script, Spin All, begin

spin d6 (3,2)
spin d6 (4,3)
spin d6 (5,4)
spin d4 (6,5)
spin d8 (7,6)

end

##################################################

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Kizul Emeraldfire
Type: Cyber Dragoon




Joined: 26 Mar 2004
Posts: 229

PostPosted: Thu Jan 18, 2007 8:03 pm    Post subject: Reply with quote

[quote="The Mad Cacti"]I had a quick look at the script:

Code:
set tag (d6Tag,on)

while (d6Tag == on) do (


Code:
if (check tag (tag:d61_Spin == on))


Hmm... I just noticed that it should be 'if (check tag (tag:d61_Spin) == on)' okay, fixed both of those — now that that's been fixed (in all of them), the leftmost d6 is STILL the only one that scrambles - but not any of the other dice. O.o Here's the semi-functional script:

Code:
##################################################

include, plotscr.hsd
include, scancode.hsi
include, trolls.hsi

##################################################

define script (autonumber,Set Die,3,2,4,5)
define script (autonumber,Unset Dice,none)
define script (autonumber,Spin d6,2,0,2)   #=- The reason for
define script (autonumber,Spin d4,2,0,2)   #=- so many diff-
define script (autonumber,Spin d8,2,0,2)   #=- erent Spin
define script (autonumber,Stop Die,none)   #=- scripts is due
define script (1,New Game,none)      #=- to all the dice
define script (2,LoadGame,none)      #=- having differ-
define script (3,Keypress,none)      #=- ent numbers of
define script (autonumber,Spin All,none)   #=- used frames. :)

##################################################

script, Set Die, Die, DieX, DieY, begin

create NPC (Die,DieX,DieY,0)   #=- This die will be created
set NPC frame (Die, 0)      #=- pointing Up on frame 0.

#=- The dice I made are on X/Ys 4/5, 7/5 and 10/5 by default
#=- for the 3d6, 7/6 for the 1d8 and 1d4 - just a heads-up.
#=- Also, NPCs 0-2 are White d6, 3-5 are Red d6, NPC 6 is
#=- the 1d4 and NPC 7 is the 1d8. :)

end

#########################

script, Unset Dice, begin

destroy NPC (0)
destroy NPC (1)
destroy NPC (2)
destroy NPC (3)   #=- Setting creates 'em - unsetting
destroy NPC (4)   #=- destroys 'em. It's like playing
destroy NPC (5)   #=- God... with DICE! >8)
destroy NPC (6)
destroy NPC (7)

end

##################################################

script, Spin d6, Die, d6Tag, begin

set tag (d6Tag,on)

while (check tag (d6Tag) == on) do (

set NPC direction (Die,Up)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

set NPC direction (Die,Right)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

set NPC direction (Die,Down)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

)

end

#########################

script, Spin d4, Die, d4Tag, begin

set tag (d4Tag,on)

while (check tag (d4Tag) == on) do (

set NPC direction (Die,Up)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)

set NPC direction (Die,Right)
set NPC frame (Die,0)
wait (1)

set NPC direction (Die,Down)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)

set NPC direction (Die,Left)
set NPC frame (Die,0)
wait (1)

)

end

#########################

script, Spin d8, Die, d8Tag, begin

set tag (d8Tag,on)

while (check tag (d8Tag) == on) do (

set NPC direction (Die,Up)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

set NPC direction (Die,Right)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

set NPC direction (Die,Down)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

set NPC direction (Die,Left)
set NPC frame (Die,0)
play sound (3,false,true)
wait (1)
set NPC frame (Die,1)
wait (1)

)

end

##################################################

script, Stop Die, begin

if (check tag (tag:d61_Spin) == on)
then (set tag (tag:d61_Spin,off))

else (if (check tag (tag:d62_Spin) == on)
then (set tag (tag:d62_Spin,off)))

else (if (check tag (tag:d63_Spin) == on)
then (set tag (tag:d63_Spin,off)))

else (if (check tag (tag:d4_Spin) == on)
then (set tag (tag:d4_Spin,off)))

else (if (check tag (tag:d8_Spin) == on)
then (set tag (tag:d8_Spin,off)))

else (play sound (0,false,false)
   wait (30)
   play sound (2,false,false)
   unset dice
   wait (1)
   set die (3,4,5)
   set die (4,7,5)
   set die (5,10,5)
   set die (6,6,6)
   set die (7,8,6)
   wait (4)
   spin all
)

end

##################################################

script, New Game, begin

set die (3,4,5)
set die (4,7,5)
set die (5,10,5)
set die (6,6,6)
set die (7,8,6)
wait (15)
spin all

end

#########################

script, Load Game, begin

#=- I dunno, lol! ¯\(º_O)/¯

end

#########################

script, Keypress, begin

if (key is pressed (45)) then (stop die)

#=- If the X key is pressed, then one die SHOULD stop
#=- each time it's pressed.
#=- However, since none of theme seem to spin at all,
#=- this is just a mostly-meaningless note. :(

end

##################################################

script, Spin All, begin

spin d6 (3,2)
spin d6 (4,3)
spin d6 (5,4)
spin d4 (6,5)
spin d8 (7,6)

end

##################################################


I was looking at it in GAME, and it seems that it never manages to pass through the first Do block. Sad...

Also, anyone know how to keep scripts from piling up? Now that I've 'fixed' this, they keep piling and piling… -.-
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Sat Jan 20, 2007 7:36 pm    Post subject: Reply with quote

Right now it seems that your while loops should never end. And because they have wait commands in them, that means that the script should never progress past the first 'roll'. I mean, you have:
Code:

set tag(d6Tag, on)

while (check tag(d6Tag)==on),do
 (
  #graphical stuff, but NOTHING that
  #would affect the tag d6Tag, thus
  #it is always going to remain on
  #and the while loop will never stop
  #repeating
 )

end

Thus, only the first die should be spinning since the commands to spin the other ones are never reached. If you would like to spin all of the dice at once, you will need some more complicated trickery. As it stands right now though, I feel as though the scripts should work fine if you stop the dice one at a time (does pressing X make the first die stop?). This is assuming that you have all of your tags matched up correctly; it may help to simply use the hsi constants everywhere (in particular, I'm thinking of when you are calling the scripts in your 'master' script "Spin All").
_________________
My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161

This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com
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Kizul Emeraldfire
Type: Cyber Dragoon




Joined: 26 Mar 2004
Posts: 229

PostPosted: Sat Jan 20, 2007 10:21 pm    Post subject: Reply with quote

Edit: Just updated the .Zip file; now has the extra three sounds and split script files.

msw188: You were right. I attempted to fix the errors and stuff, but I got fed up with it and then proceded to find it massively easier to rewrite the whole thing. Big grin

I also split it into two seperate files for ease of editing. In the old file, I now only have:

Code:
##################################################

include, plotscr.hsd
include, scancode.hsi
include, trolls.hsi
include, DieCommands.hsd

##################################################

define script (1,New Game,none)
define script (2,LoadGame,none)
define script (3,Keypress,none)

##################################################

script, New Game, begin

suspend player
set all
wait (15)
spin all

end

#########################

script, Load Game, begin

#=- I dunno, lol! ¯\(º_O)/¯

end

#########################

script, Keypress, begin


if (key is pressed (01)) then (game over)
if (key is pressed (45)) then (stop die)

#=- If the X key is pressed, then one die SHOULD stop
#=- each time it's pressed.
#=- However, since none of theme seem to spin at all,
#=- this is just a mostly-meaningless note. :(

end

##################################################


DieCommands.hsd:
Code:
##################################################

define script (autonumber,Set Die,3,0,4,5)
define script (autonumber,Set All,none)
define script (autonumber,Unset Die,1,0)
define script (autonumber,Unset All,none)
define script (autonumber,Spin Wd6,none)
define script (autonumber,Spin All,none)
define script (autonumber,Stop Die,none)

##################################################

script, Set Die, DieNPC, DieX, DieY, begin

create NPC (DieNPC,DieX,DieY,0)   #=- This die will be created
set NPC frame (DieNPC, 0)      #=- pointing Up on frame 0.

#=- The dice I made are on X/Ys 4/5, 7/5 and 10/5 by default for
#=- the 3d6, 7/6 for the 1d8 and 1d4 - just a heads-up.
#=- Also, NPCs 0-2 are White d6, 3-5 are Red d6, NPC 6 is
#=- the 1d4 and NPC 7 is the 1d8. :)

end

#########################

script, Set All, begin

set die (0,5,7)
set die (1,7,7)
set die (2,9,7)
set die (3,4,5)
set die (4,7,5)
set die (5,10,5)
set die (6,6,6)
set die (7,8,6)

end

#########################

script, Unset Die, WhichDie, begin

destroy NPC (WhichDie)

end

#########################

script, Unset All, begin

destroy NPC (0)
destroy NPC (1)
destroy NPC (2)
destroy NPC (3)   #=- Setting creates 'em - unsetting
destroy NPC (4)   #=- destroys 'em. It's like playing
destroy NPC (5)   #=- God... with DICE! >8)
destroy NPC (6)
destroy NPC (7)

end

##################################################

script, Spin Wd6, begin

set tag (tag:Wd6A_Spin,on)
set tag (tag:Wd6B_Spin,on)
set tag (tag:Wd6C_Spin,on)

while (check tag (tag:Wd6A_Spin) == on,and,check tag (tag:Wd6B_Spin) == on,and,check tag (tag:Wd6C_Spin) == on) do (

if (check tag (tag:Wd6A_Spin) == on,and,check tag (tag:Wd6B_Spin) == on,and,check tag (tag:Wd6C_Spin) == on) then (

set NPC direction (0,Up)
set NPC direction (1,Up)
set NPC direction (2,Up)
set NPC frame (0,0)
set NPC frame (1,0)
set NPC frame (2,0)
play sound (3,false,true)
wait (1)
set NPC frame (0,1)
set NPC frame (1,1)
set NPC frame (2,1)
wait (1)

set NPC direction (0,Right)
set NPC direction (1,Right)
set NPC direction (2,Right)
set NPC frame (0,0)
set NPC frame (1,0)
set NPC frame (2,0)
play sound (3,false,true)
wait (1)
set NPC frame (0,1)
set NPC frame (1,1)
set NPC frame (2,1)
wait (1)

set NPC direction (0,Down)
set NPC direction (1,Down)
set NPC direction (2,Down)
set NPC frame (0,0)
set NPC frame (1,0)
set NPC frame (2,0)
play sound (3,false,true)
wait (1)
set NPC frame (0,1)
set NPC frame (1,1)
set NPC frame (2,1)
wait (1))

if (check tag (tag:Wd6A_Spin) == off,and,check tag (tag:Wd6B_Spin) == on,and,check tag (tag:Wd6C_Spin) == on) then (
set NPC direction (1,Up)
set NPC direction (2,Up)
set NPC frame (1,0)
set NPC frame (2,0)
play sound (3,false,true)
wait (1)
set NPC frame (1,1)
set NPC frame (2,1)
wait (1)

set NPC direction (1,Right)
set NPC direction (2,Right)
set NPC frame (1,0)
set NPC frame (2,0)
play sound (3,false,true)
wait (1)
set NPC frame (1,1)
set NPC frame (2,1)
wait (1)

set NPC direction (1,Down)
set NPC direction (2,Down)
set NPC frame (1,0)
set NPC frame (2,0)
play sound (3,false,true)
wait (1)
set NPC frame (1,1)
set NPC frame (2,1)
wait (1))

if (check tag (tag:Wd6A_Spin) == off,and,check tag (tag:Wd6B_Spin) == off,and,check tag (tag:Wd6C_Spin) == on) then (
set NPC direction (2,Up)
set NPC frame (2,0)
play sound (3,false,true)
wait (1)
set NPC frame (2,1)
wait (1)

set NPC direction (2,Right)
set NPC frame (2,0)
play sound (3,false,true)
wait (1)
set NPC frame (2,1)
wait (1)

set NPC direction (2,Down)
set NPC frame (2,0)
play sound (3,false,true)
wait (1)
set NPC frame (2,1)
wait (1))

)

end


##################################################

script, Spin All, begin

spin Wd6
spin Rd6
spin d4
spin d8

end

##################################################

script, Stop Die, begin

if (check tag (tag:Wd6A_Spin) == on)
then (
set tag (tag:Wd6A_Spin,off)
play sound (4,false,false)
)

if (check tag (tag:Wd6B_Spin) == on)
then (
set tag (tag:Wd6B_Spin,off)
play sound (5,false,false)
)

if (check tag (tag:Wd6C_Spin) == on)
then (
set tag (tag:Wd6C_Spin,off)
play sound (6,false,false)
)

if (check tag (tag:Rd6A_Spin) == on)
then (
set tag (tag:Rd6A_Spin,off)
play sound (4,false,false)
)

if (check tag (tag:Rd6B_Spin) == on)
then (
set tag (tag:Rd6B_Spin,off)
play sound (5,false,false)
)

if (check tag (tag:Rd6C_Spin) == on)
then (
set tag (tag:Rd6C_Spin,off)
play sound (6,false,false)
)

if (check tag (tag:d4_Spin) == on)
then (
set tag (tag:d4_Spin,off)
play sound (5,false,false)
)

if (check tag (tag:d8_Spin) == on)
then (
set tag (tag:d8_Spin,off)
play sound (5,false,false)
)

else (play sound (0,false,false)
   wait (30)
   play sound (2,false,false)
   unset all
   wait (1)
   set all
   wait (4)
   spin all
)

end

##################################################


NOW, all three White d6 scramble simultaneously, but I think I need to remake the Stop Die script — it makes them all STOP simultaneously. >.<
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Sat Jan 20, 2007 11:16 pm    Post subject: Reply with quote

Quote:
NOW, all three White d6 scramble simultaneously, but I think I need to remake the Stop Die script — it makes them all STOP simultaneously.

That is because right now all your Stop Die script is doing is checking which dies are spinning, and then stopping them if they are. If you want it to stop the dice one at a time, you need to have every one of your if checks be encased in else blocks from the previous if:
Code:
if( check die1 spinning ),then
 (
  stop it
 )
else
 (
  if( check die2 spinning ),then
   (
    stop it
   )
  else
   (
    if( check die3...

Don't forget to end all of your else blocks (there will be a whole list of them after all of the checks).

PS: I can't help but wonder why you are going for this. Isn't one of the advantages of a computer RPG that it can use a random number generator to do this with as-many-sided dice as we want? Is this going to be for a specific game, or for fun, or for some other reason? Please do not take this as a put down. I'm just sort of curious and I can't think of any reason that appeals to me at the moment.
_________________
My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161

This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com
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Kizul Emeraldfire
Type: Cyber Dragoon




Joined: 26 Mar 2004
Posts: 229

PostPosted: Sun Jan 21, 2007 4:35 pm    Post subject: Reply with quote

msw188 wrote:
Quote:
NOW, all three White d6 scramble simultaneously, but I think I need to remake the Stop Die script — it makes them all STOP simultaneously.

That is because right now all your Stop Die script is doing is checking which dies are spinning, and then stopping them if they are. If you want it to stop the dice one at a time, you need to have every one of your if checks be encased in else blocks from the previous if:
Code:
if( check die1 spinning ),then
 (
  stop it
 )
else
 (
  if( check die2 spinning ),then
   (
    stop it
   )
  else
   (
    if( check die3...

Don't forget to end all of your else blocks (there will be a whole list of them after all of the checks).


Hmm… I tried that. The first die stopped as expected (yay! Big grin), but then the others kept rolling to the Six side and stopping (SFX included), and I had to press X two or three times to get it to reset the dice. I'm determined to make it work, though, so I'm rewriting THIS from scratch as well! XD I've made it so that each die has a different key assigned to it — for the White 3d6, you press Z, X and C to stop them, for the Red 3d6, you press A, S and D, and you press Q and W to stop the d4 and the d8, respectively. Happy

DieCommands.hsd:
Code:

##################################################
define script (autonumber,Stop Wd6A,none)
define script (autonumber,Stop Wd6B,none)
define script (autonumber,Stop Wd6C,none)
define script (autonumber,Stop Rd6A,none)
define script (autonumber,Stop Rd6B,none)
define script (autonumber,Stop Rd6C,none)
define script (autonumber,Stop d4,none)
define script (autonumber,Stop d8,none)
define script (autonumber,Stop All,none)
##################################################

script, Stop Wd6A, begin

if (check tag (tag:Wd6A_Spin) == on) then (
set tag (tag:Wd6A_Spin,off)
play sound (4,false,false)
)

else (if (check tag (tag:Wd6A_Spin) == off) then ())


end

#########################

script, Stop Wd6B, begin

if (check tag (tag:Wd6B_Spin) == on) then (
set tag (tag:Wd6B_Spin,off)
play sound (4,false,false)
)

else (if (check tag (tag:Wd6B_Spin) == off) then ())

end

#########################

script, Stop Wd6C, begin

if (check tag (tag:Wd6C_Spin) == on) then (
set tag (tag:Wd6C_Spin,off)
play sound (4,false,false)
)

else (if (check tag (tag:Wd6C_Spin) == off) then ())

end

##################################################

script, Stop Rd6A, begin

if (check tag (tag:Rd6A_Spin) == on) then (
set tag (tag:Rd6A_Spin,off)
play sound (4,false,false)
)

else (if (check tag (tag:Rd6A_Spin) == off) then ())

end

#########################

script, Stop Rd6B, begin

if (check tag (tag:Rd6B_Spin) == on) then (
set tag (tag:Rd6B_Spin,off)
play sound (4,false,false)
)

else (if (check tag (tag:Rd6B_Spin) == off) then ())

end

#########################

script, Stop Rd6C, begin

if (check tag (tag:Rd6C_Spin) == on) then (
set tag (tag:Rd6C_Spin,off)
play sound (4,false,false)
)

else (if (check tag (tag:Rd6C_Spin) == off) then ())

end

##################################################

script, Stop d4, begin

if (check tag (tag:d4_Spin) == on) then (
set tag (tag:d4_Spin,off)
play sound (4,false,false)
)

else (if (check tag (tag:d4_Spin) == off) then ())

end

##################################################

script, Stop d8, begin

if (check tag (tag:d8_Spin) == on) then (
set tag (tag:d8_Spin,off)
play sound (4,false,false)
)

else (if (check tag (tag:d8_Spin) == off) then ())

end

##################################################

script, Stop All, begin

Stop Wd6A
Stop Wd6B
Stop Wd6C
Stop Rd6A
Stop Rd6B
Stop Rd6C
Stop d4
Stop d8

end

##################################################


Trolls.hss:
Code:
#########################

script, Keypress, begin


if (key is pressed (01)) then (game over) else ()

if (key is pressed (44)) then (stop Wd6A) else ()
if (key is pressed (45)) then (stop Wd6B) else ()
if (key is pressed (46)) then (stop Wd6C) else ()

if (key is pressed (30)) then (stop Rd6A) else ()
if (key is pressed (31)) then (stop Rd6B) else ()
if (key is pressed (32)) then (stop Rd6C) else ()

if (key is pressed (16)) then (stop d4) else ()
if (key is pressed (17)) then (stop d8) else ()

end

##################################################


Unfortunately, due to the way I did the dice-spinning scripts, if you press the keys wrong (say, pressing Z and then C), GAME freezes up and I have to End Task it. >.< So, I'm going to be messing around, trying to make it to where you can't press X or C if the tag Wd6A_Spin is on. Happy

msw188 wrote:
PS: I can't help but wonder why you are going for this. Isn't one of the advantages of a computer RPG that it can use a random number generator to do this with as-many-sided dice as we want? Is this going to be for a specific game, or for fun, or for some other reason? Please do not take this as a put down. I'm just sort of curious and I can't think of any reason that appeals to me at the moment.


Yeah, that is an advantage I suppose. Happy And it's partly gonna be for a game based off of ye olde Trolls (circa 1980-something, not the new 'Trollz' thing), hence why the name of the RPG/HSI/Zip files. But mostly, I'm doing it for fun, just because I can. Big grin

Also, (dunno if anyone here's read it or not, but) Teenage Mutant Ninja Turtles & Other Strangeness (an old tabletop RPG gaming book from '85) allowed you to create your own mutant character. There's tons of animals in that thing — turtles, alligators, lions, tigers, bears (oh my!), turtles (of course!), rhinos, boars — heck, I think the thing even had wolverines, but that might've been from one of the supplemental books that went with it.

Anyway, this die script thing that I'm making could be useful, in case anyone wanted to sort of recreate the old T.M.N.T. & O.S. scenarios, or make their own. Happy That was another reason I was wanting to make this script. Big grin
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