Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

Saving map changes

 
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP!
View previous topic :: View next topic  
Author Message
Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Mon Oct 26, 2009 7:11 pm    Post subject: Saving map changes Reply with quote

I've got a dungeon that's going through lots of scripted changes in its tilemap, wallmap, and settings (such as ambient music). How can I save these changes to be persistent through any conditions?
This includes entering battles, using doors, and loading saved games.
Back to top
View user's profile Send private message
TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Mon Oct 26, 2009 7:28 pm    Post subject: Reply with quote

This is what I'd imagine the lowest two options are for.

Back to top
View user's profile Send private message Send e-mail AIM Address
Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Oct 26, 2009 9:50 pm    Post subject: Re: Saving map changes Reply with quote

Baconlabs wrote:
This includes entering battles, using doors, and loading saved games.


Battles - easy. You don't have to do anything special here, your map changes will always be preserved when you go to battles.

Doors - still fairly easy. Just use the menu option that Twinhamster indicated.

Loading & Saving - unfortunately impossible right now. The 'Plan for new save format' will fix this, but right now there is no good way to do it... unless you want to write out your maptiles into global variables in the higher numbered save slots... which limits you to saving very small maps, and would be a pretty big pain to get working.

Another approach is to use tags or global variables to track which maptile-modifying scripts have been run, and then run them again from your on-load script... but that method is also a lot of work.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Mon Oct 26, 2009 10:03 pm    Post subject: Reply with quote

You can also do fake map changes using NPCs as pretend-maptiles. This saves you a lot of plotscripting overhead as long as your tiles use few enough colors for an NPC to work instead.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Mon Oct 26, 2009 11:28 pm    Post subject: Reply with quote

Hmm. Saving will present a problem, but I think I can work around it. Thanks, all.
Back to top
View user's profile Send private message
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Oct 29, 2009 5:44 am    Post subject: Re: Saving map changes Reply with quote

James Paige wrote:
Baconlabs wrote:
This includes entering battles, using doors, and loading saved games.


Battles - easy. You don't have to do anything special here, your map changes will always be preserved when you go to battles.


False. After battle, if the map state saving options are not set, the map is reset except for npc locations and data. Changes to the tilemap and passmap and map settings are erased. The way battles work saddens me greatly :( but James has a wonderful plan to fix them :)

By the way, if you choose to save either of changes to tiles (which includes the wallmap) or npcs, then changes to map settings are saved as well. Saving with the savemapstate command gives you many more options.
_________________
"It is so great it is insanely great."
Back to top
View user's profile Send private message Send e-mail
Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Thu Oct 29, 2009 9:03 am    Post subject: Re: Saving map changes Reply with quote

The Mad Cacti wrote:

False. After battle, if the map state saving options are not set, the map is reset except for npc locations and data. Changes to the tilemap and passmap and map settings are erased.


Oh, hey! You are right! I stand corrected!

Now I remember that happens because in the old QuickBasic days, there wasn't enough memory to have the map data allocated at the same time as the battle data, so I had to free the map data when entering battle, and reload it afterwards.

Now it is just a historical thing.

The Mad Cacti wrote:

The way battles work saddens me greatly :( but James has a wonderful plan to fix them :)


I do? Oh! Do you mean the ideas I added to 'Plan for implementing battlescripting#An alternate possible plan' yesterday? if so, I am glad you like it :)
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP! All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
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