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Read foemap

 
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Sun Nov 08, 2009 3:50 pm    Post subject: Read foemap Reply with quote

Is there such a function as "Read foemap"?

I'm looking for ways to store extra information in a maptile. I won't be using the foemaps, so I thought this might be a good way.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Nov 09, 2009 11:29 am    Post subject: Reply with quote

Alas, I am fairly certain that there is no such function.
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Mon Nov 09, 2009 12:37 pm    Post subject: Reply with quote

Make all of your ground on Layer 1 then write the tiles on Layer 0 to store information?
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Mon Nov 09, 2009 1:46 pm    Post subject: Reply with quote

I might use harm tiles - the tiles in mind are barriers - so the player will never be able to step on it.

See, I'm considering making an obstacle that a hero can jump over. I want to be able to distinguish "jumpable" obstacles from "non jumpable" ones - I thought I might do this with foemapping. Oh well.

I'd prefer letting the player jump anywhere, but that's significantly more difficult than just triggering jumps with invisible NPCs.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
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PostPosted: Fri Nov 13, 2009 2:38 am    Post subject: Reply with quote

You could let the player jump either whenever the tile in front of them is unpassable and a harm tile, or whenever the tiles in front of them are walkable.

I've been meaning to make the foemap accessible to scripts for a while. It might happen before Ypsiliform, but it doesn't sound like you really need it.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Fri Nov 13, 2009 4:46 am    Post subject: Reply with quote

I was thinking just that - a harm tile with all 4 walls.
Such a tile could only be a hoppable tile - there's no conceivable reason for such a tile to otherwise exist.

Thanks.
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TMC
On the Verge of Insanity




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PostPosted: Fri Nov 13, 2009 6:11 am    Post subject: Reply with quote

I know - you said it! I was just repeating you. I assumed you said
Quote:
I'd prefer letting the player jump anywhere, but that's significantly more difficult than just triggering jumps with invisible NPCs.
because you wanted to mark all jumpable from/to tiles using the foemap.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
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Location: Halifax

PostPosted: Fri Nov 13, 2009 6:36 am    Post subject: Reply with quote

Oh - so I did.
Sorry, I'm not reading previous posts, and being confusing.
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