 |
Castle Paradox
|
View previous topic :: View next topic |
Author |
Message |
jabbercat Composer

Joined: 04 Sep 2003 Posts: 823 Location: Oxford
|
Posted: Thu Sep 04, 2003 6:25 pm Post subject: rougelike RPG |
|
|
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: |
|
Back to top |
|
 |
*Worthy* Critical Thinker

Joined: 11 Aug 2003 Posts: 186
|
Posted: Thu Sep 04, 2003 10:52 pm Post subject: |
|
|
What is a rouge?
~Worthy |
|
Back to top |
|
 |
Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
|
Posted: Thu Sep 04, 2003 10:58 pm Post subject: |
|
|
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.  _________________
 |
|
Back to top |
|
 |
Flamer The last guy on earth...

Joined: 04 Feb 2003 Posts: 725 Location: New Zealand (newly discovered)
|
Posted: Fri Sep 05, 2003 10:35 am Post subject: |
|
|
oh, do you mean like Diablo II's random map game... _________________ If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch
(no offense to anyone that was mentioned) |
|
Back to top |
|
 |
jabbercat Composer

Joined: 04 Sep 2003 Posts: 823 Location: Oxford
|
Posted: Fri Sep 05, 2003 11:23 am Post subject: |
|
|
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: _________________ Moogle no longer owes prizes. |
|
Back to top |
|
 |
planethunter Lost In Emotion

Joined: 07 Jul 2003 Posts: 258 Location: Éire
|
Posted: Fri Sep 05, 2003 10:59 pm Post subject: |
|
|
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. _________________ ~PH
 |
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Sat Sep 06, 2003 5:05 am Post subject: |
|
|
I think he said he already had a random map script.
But I've never played Rogue either. What exactly do you want? _________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
jabbercat Composer

Joined: 04 Sep 2003 Posts: 823 Location: Oxford
|
Posted: Sat Sep 06, 2003 11:49 am Post subject: |
|
|
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 _________________ Moogle no longer owes prizes. |
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Sat Sep 06, 2003 12:48 pm Post subject: |
|
|
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] _________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
jabbercat Composer

Joined: 04 Sep 2003 Posts: 823 Location: Oxford
|
Posted: Sat Sep 06, 2003 5:46 pm Post subject: |
|
|
yeah , experence is spelt wrong 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  _________________ Moogle no longer owes prizes. |
|
Back to top |
|
 |
Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
|
Posted: Sat Sep 06, 2003 7:56 pm Post subject: |
|
|
You could probably work around destroynpc() returning false by writing your own autonumbered function involving destroynpc() and having the function return true or false. _________________
 |
|
Back to top |
|
 |
jabbercat Composer

Joined: 04 Sep 2003 Posts: 823 Location: Oxford
|
Posted: Sat Sep 06, 2003 8:06 pm Post subject: |
|
|
how would one go about making a autonumber function  _________________ Moogle no longer owes prizes. |
|
Back to top |
|
 |
Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
|
Posted: Sun Sep 07, 2003 12:11 am Post subject: |
|
|
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
)
)
|
_________________
 |
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Sun Sep 07, 2003 5:31 am Post subject: |
|
|
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)) |
_________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
jabbercat Composer

Joined: 04 Sep 2003 Posts: 823 Location: Oxford
|
Posted: Sun Sep 07, 2003 11:35 am Post subject: |
|
|
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  _________________ Moogle no longer owes prizes. |
|
Back to top |
|
 |
|
|
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2001, 2005 phpBB Group
|