&DEL (CSBwin)
Forum rules
Please read the Forum rules and policies before posting.
Please read the Forum rules and policies before posting.
&DEL (CSBwin)
&DELeting a portrait facing west doesn't work. I don't know if it's because of the facing or because it's a portrait.
Also, portraits above number 255 are moded: portrait 256 shows as portrait 0.
Also, portraits above number 255 are moded: portrait 256 shows as portrait 0.
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Actuatores are sorta permanent features compared to
things like Daggers and Sar Potions. &DEL was not
intended to remove Actuators. I changed it to delete
Actuators and it seemed to work. But perhaps it would
be better to provide a way to disable an Actuator and/or
change its Graphic.
I fixed the Portrait graphic 256. It was truncated in
three different places.
things like Daggers and Sar Potions. &DEL was not
intended to remove Actuators. I changed it to delete
Actuators and it seemed to work. But perhaps it would
be better to provide a way to disable an Actuator and/or
change its Graphic.
I fixed the Portrait graphic 256. It was truncated in
three different places.
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Another thing we could do is provide a "COPY"
command for actuators. You would place one of
each possibility in inaccesible locations and then
copy the proper one to the accessible portrait.
Perhaps this could be quite general so that any
actuator could be copied.....a torch holder could
become a portrait.
© (<actuatorIDsource> <ActuatorIDdestination> ... )
command for actuators. You would place one of
each possibility in inaccesible locations and then
copy the proper one to the accessible portrait.
Perhaps this could be quite general so that any
actuator could be copied.....a torch holder could
become a portrait.
© (<actuatorIDsource> <ActuatorIDdestination> ... )
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
NewGraphicEngine.zip has 98v53PAF2 and 1.98.
Fixed Portraits mod 256.
Fixed DMRules don't get saved.
Added &GET/SETPOISONED.
Added Copy Actuator (other things easy but not implemented
until they are needed).
Wow! This makes simple Shops easy. Put a coin
in an alcove and © the item to the coin.
With example.
Fixed Portraits mod 256.
Fixed DMRules don't get saved.
Added &GET/SETPOISONED.
Added Copy Actuator (other things easy but not implemented
until they are needed).
Wow! This makes simple Shops easy. Put a coin
in an alcove and © the item to the coin.
With example.
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
I tried a Green Button (OUT) and some text.
The button was drawn first and the text last.
I think that is what we agreed should happen.
The original FTL code did not allow both at once.
A small area gets cleared so that the text does
not get drawn on a mortar line.
The text clobbered much of the button. But
there is not much choice about that.
What did Beowuuf report and what did he expect?
The button was drawn first and the text last.
I think that is what we agreed should happen.
The original FTL code did not allow both at once.
A small area gets cleared so that the text does
not get drawn on a mortar line.
The text clobbered much of the button. But
there is not much choice about that.
What did Beowuuf report and what did he expect?
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Mortar Joint under text------fixed.
Editing chest and using 'Cancel' button----fixed.
CSBuild1.99.zip
NewGraphicEngine.zip (version 9.8v53PAF6)
====================================
The CSBuild problem was a terrible thing. The 'Cancel'
button attempted to restore the 'un-edited' version of
the chest ( and same for monsters ). But it did not work
and it left any newly added contents (or possessions)
in a state of limbo.....orphans and worse!
Editing chest and using 'Cancel' button----fixed.
CSBuild1.99.zip
NewGraphicEngine.zip (version 9.8v53PAF6)
====================================
The CSBuild problem was a terrible thing. The 'Cancel'
button attempted to restore the 'un-edited' version of
the chest ( and same for monsters ). But it did not work
and it left any newly added contents (or possessions)
in a state of limbo.....orphans and worse!
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Is there a more elegant way to delete a creature
Code: Select all
L0 L2 &! L0 L3 &! L0 L4 &! L0 L5 &! L0 LA L15 L16 F LO L6 &MONSTER!
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Rechecked and Lord Order, Chaos and the Grey Lord are immune to a 0 hit points death. I assume this 0 hit points thing only registers the next time the creature performs an action such as movement or attacks?
Anyway, I gave those three the time and means to move, and they didn't die, while a dragon and golem were reduced to items in less than a second.
Anyway, I gave those three the time and means to move, and they didn't die, while a dragon and golem were reduced to items in less than a second.
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
You are probably right. Clouds have timers associated
with them so that the cloud can disapear at some time.
So it is a lot of work for me and for the runtime to
search the timer list for the correct timer. It involves a
linear search. Creating and deleting clouds in rapid
succession could cause a CPU resource problem.
I'll try to implement it. I suppose that if someone (certainly
not you, of course) should decide to abuse the feature then
I could expand the definition of a cloud to contain the
location of its associated timer. What a pain.
with them so that the cloud can disapear at some time.
So it is a lot of work for me and for the runtime to
search the timer list for the correct timer. It involves a
linear search. Creating and deleting clouds in rapid
succession could cause a CPU resource problem.
I'll try to implement it. I suppose that if someone (certainly
not you, of course) should decide to abuse the feature then
I could expand the definition of a cloud to contain the
location of its associated timer. What a pain.
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA