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Harmtiles

 
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Thu Nov 19, 2009 5:59 pm    Post subject: Harmtiles Reply with quote

My scripts would become way easier if I could use one of two commands:

either "suspend/resume harm tiles",
or "get harm tile damage"

Do either of these exist and I just missed them?
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Pumpkinbot
Rock beats scissors! >:D




Joined: 22 Apr 2009
Posts: 106
Location: Megaman, Cutman's level.

PostPosted: Thu Nov 19, 2009 6:02 pm    Post subject: Reply with quote

I don't know, but you can probably check for a certain variable or something and, if true, take away however much damage from the party.

Also, something I was curious about, is if you put a harm tile on one animated tile, but nothing on the rest in the animation, will it only hurt on that frame?
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Thu Nov 19, 2009 6:47 pm    Post subject: Reply with quote

That's sort of what I had in mind.
I want to suspend the harm tile damage momentarily. If I can read the amount of damage that the tile dishes out, I can store the value in a global variable, set the harm tile damage to zero with "set harm tile damage" and reset the damage later when I want to "resume".
To do this I need some sort of "read harm tile damage" command.

No, harm tile mapping acts like wall mapping. The appearance of the tile (animated or not) is independent of the wall mapping / harm mapping. Triggering of the harm tile's effect only happens by walking onto the tile.
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Pumpkinbot
Rock beats scissors! >:D




Joined: 22 Apr 2009
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Location: Megaman, Cutman's level.

PostPosted: Thu Nov 19, 2009 7:46 pm    Post subject: Reply with quote

Bagne wrote:
That's sort of what I had in mind.
I want to suspend the harm tile damage momentarily. If I can read the amount of damage that the tile dishes out, I can store the value in a global variable, set the harm tile damage to zero with "set harm tile damage" and reset the damage later when I want to "resume".
To do this I need some sort of "read harm tile damage" command.

No, harm tile mapping acts like wall mapping. The appearance of the tile (animated or not) is independent of the wall mapping / harm mapping. Triggering of the harm tile's effect only happens by walking onto the tile.
Can't you just test it out in the game? (Which I just lost. D: )
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Nov 19, 2009 9:21 pm    Post subject: Reply with quote

While there's no way to suspend harm tile damage globally, you can change the harmtile damage and flash colour for the current map. Use
Code:
set harm tile flash(0)
set harm tile damage(0)

The change lasts until the map is reloaded. (If you are using the 'save map state' options, it'll persist when you leave the map). If you want to read the current harm tile flash/damage, so that you can restore it later, you have to use undocumented commands:
Code:
flash := read gmap(10)
damage := read gmap(9)

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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Sat Nov 21, 2009 8:41 pm    Post subject: Reply with quote

Oo!
Undocumented treasure!
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sun Nov 22, 2009 8:40 pm    Post subject: Reply with quote

Dang it, I might as well just document that darn command. :P
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Mon Nov 23, 2009 9:16 am    Post subject: Reply with quote

Or add getharmtileflash/damage.

I'm not very comfortable with patching the compiled plotscr.hsd scripts in a game, if that's what you're suggesting as an alternative.
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Bob the Hamster
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Joined: 22 Feb 2003
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Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Nov 23, 2009 3:51 pm    Post subject: Reply with quote

The Mad Cacti wrote:
I'm not very comfortable with patching the compiled plotscr.hsd scripts in a game, if that's what you're suggesting as an alternative.


Ack! No! I certainly never meant to suggest that!
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