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rougelike RPG
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jabbercat
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Joined: 04 Sep 2003
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Location: Oxford

PostPosted: Thu Sep 04, 2003 6:25 pm    Post subject: rougelike RPG Reply with quote

any idea as how to make a rouge like , on the ohrrpgece? ive got a idea
using global variables for experence,hero health and damage :flamedevil:
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*Worthy*
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PostPosted: Thu Sep 04, 2003 10:52 pm    Post subject: Reply with quote

What is a rouge?

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Aethereal
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PostPosted: Thu Sep 04, 2003 10:58 pm    Post subject: Reply with quote

He means "Rogue"-like, and yeah, it's possible if you try a modified version of Moogle1's World Creator script. If I had time I could probably tell you exactly how to modify it, but I don't have that time, and Cube could probably explain it better than I could anyway. Oookay...
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Flamer
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PostPosted: Fri Sep 05, 2003 10:35 am    Post subject: Reply with quote

oh, do you mean like Diablo II's random map game...
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jabbercat
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PostPosted: Fri Sep 05, 2003 11:23 am    Post subject: Reply with quote

Ive allready got the map sorted but I need to use maths to work out hero HP
damage dealt by the hero and by the monsters,no battles so exp. as well but ive got that sorted :flamedevil:
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planethunter
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Joined: 07 Jul 2003
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PostPosted: Fri Sep 05, 2003 10:59 pm    Post subject: Reply with quote

I haven't got a clue what a Rouge is but i'll wing it anyway...

if you want to make a 100% random map passible then you don't want to just create continents all over the place. The best thing to do is to create a series of squenced random paramiters that don't look too obvoius.
what that means in english is: define the map into 'slices' create the first path tile at the tile at the door, then create the next path tile foward 1 tile but never beyond 1 tile to the left or right, then create the next path tile using the same process. repeat this until the slices if the map are filled.

you should get a completely random path, but the player can't walk diagonals so place another path tile in one space in each direction of all the randomly placed tiles... that way you can have a nice wide path.
note: place a surplus rim of wall or sea tiles around the map incase the extra path tiles try and place themselves of the map.

and there you have it: a random, winding path that is accessible, if you set the script as an autorun script then every time you head along the path, it will be more than likely different than the previous one.
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TMC
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PostPosted: Sat Sep 06, 2003 5:05 am    Post subject: Reply with quote

I think he said he already had a random map script.

But I've never played Rogue either. What exactly do you want?
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jabbercat
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PostPosted: Sat Sep 06, 2003 11:49 am    Post subject: Reply with quote

well there are no battles(you attack enemys by activating them)and lots of menus and little grafics with no animation any way heres some of the script to give you an idea:

script, turnsmap0, begin
while (current map == 0) do, begin #edit for map no.
if (hero is walking (me)) then (resume npcs) else (suspend npcs)
wait (1)
end
end
#----------------------------------------------------------------------------
script,playerflowctrl,begin

if(heroiswalking(me)==true)then(wait(20),suspendplayer,wait(20)
if(suspendplayer==true)then(wait(20),resumeplayer,wait(20))
end
end

#----------------------------------------------------------------------------
script,exeperence1,who,begin

if(destroynpc(who)==true)then( setvariable(experence,experence+1))
if(destroynpc(who)==true)then(showtextbox(2))
if(readglobal(1),>>,10)then( setvariable(herohp,herohp+10))
if(readglobal(1),>>,20)then( setvariable(herohp,herohp+30))
if(readglobal(1),>>,30)then( setvariable(herohp,herohp+50))
if(readglobal(1),>>,10)then(showtextbox(1))
if(readglobal(1),>>,20)then(showtextbox(1))
if(readglobal(1),>>,30)then(showtextbox(1))

end
#----------------------------------------------------------------------------
script,enemyHpandatt,who,begin

if(useNPC(who)==true)then(resume npcs,setvariable(enemyHP1,enemyHP1--1),setvariable(herohp,herohp--1)suspendNpcs)
if(readglobal(5),>>,0)then(destroyNPC(who),writeglobal(1,readglobal(5)+10))
end

#destoryNPC(who)==true will always be false so I need some way around #this . All that works is the turns script
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Sat Sep 06, 2003 12:48 pm    Post subject: Reply with quote

You can't use
suspendplayer==true
and
useNPC(who)==true

because suspend player and use NPC are not functions, they are just statements.

All, I see little point in checking whether the player is suspended (if you could anyway) when you just did.
Code:

if(heroiswalking(me)==true)then(wait(20),suspendplayer,wait(20)
if(suspendplayer==true)then(wait(20),resumeplayer,wait(20))
end


And I'm still confused! But you seem to have some health damaging scripts..

PS: Your still misspelling experience![/code]
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jabbercat
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PostPosted: Sat Sep 06, 2003 5:46 pm    Post subject: Reply with quote

yeah , experence is spelt wrong Oookay... I just need to find a way around the destroyNPC allways returning false,Any idea on how to customise menus like in the exelent captian squiddy's bootleg pushpush

I cant spell Crying
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Aethereal
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PostPosted: Sat Sep 06, 2003 7:56 pm    Post subject: Reply with quote

You could probably work around destroynpc() returning false by writing your own autonumbered function involving destroynpc() and having the function return true or false.
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jabbercat
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PostPosted: Sat Sep 06, 2003 8:06 pm    Post subject: Reply with quote

how would one go about making a autonumber function Oookay...
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Aethereal
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PostPosted: Sun Sep 07, 2003 12:11 am    Post subject: Reply with quote

Code:
define script (autonumber, my autonumbered script, 3, 0, 0, 0)

script, my autonumbered script, arg1, arg2, arg3, begin
#insert stuff here
end


That script can now be called in another script but never in-game. An example of calling that script (since it has arguments would be):
Code:

my autonumbered script (3, 5, 1)

And now it would replace the argument variables with 3, 5, and 1, and the arguments can be used as variables. You can also add return(var) at the end of the autonumbered script (replace "var" with a variable) and check for it as follows:
Code:

if (my autonumbered script (3, 5, 1) == true)
then(
#blah blah
)
)

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TMC
On the Verge of Insanity




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Posts: 3240
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PostPosted: Sun Sep 07, 2003 5:31 am    Post subject: Reply with quote

Do you want it to check whether npc [who] exists, and if so destroy it and return true?
Or do you want to check whether its already dead?


Case one:

Code:
if (npc copy count (who) >> then (destroy npc (who), return (true)) else (return (false))


Case two:

Code:
If (npc copy count (who) == 0) then (return (true)) else (return (false))

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jabbercat
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PostPosted: Sun Sep 07, 2003 11:35 am    Post subject: Reply with quote

Right As I dont undertand a single string of Lord Aethereal's script sir Cacti might have somthing (i hope)


the joys of using variables Crying
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