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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Thu Nov 19, 2009 5:59 pm Post subject: Harmtiles |
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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? _________________ Working on rain and cloud formation |
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Pumpkinbot Rock beats scissors! >:D

Joined: 22 Apr 2009 Posts: 106 Location: Megaman, Cutman's level.
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Posted: Thu Nov 19, 2009 6:02 pm Post subject: |
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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
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Posted: Thu Nov 19, 2009 6:47 pm Post subject: |
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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. _________________ Working on rain and cloud formation |
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Pumpkinbot Rock beats scissors! >:D

Joined: 22 Apr 2009 Posts: 106 Location: Megaman, Cutman's level.
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Posted: Thu Nov 19, 2009 7:46 pm Post subject: |
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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
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Posted: Thu Nov 19, 2009 9:21 pm Post subject: |
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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) |
_________________ "It is so great it is insanely great." |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Sat Nov 21, 2009 8:41 pm Post subject: |
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Oo!
Undocumented treasure! _________________ Working on rain and cloud formation |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Sun Nov 22, 2009 8:40 pm Post subject: |
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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
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Posted: Mon Nov 23, 2009 9:16 am Post subject: |
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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. _________________ "It is so great it is insanely great." |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Nov 23, 2009 3:51 pm Post subject: |
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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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