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Castle Paradox
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Master K Ex-Akatsuki Masked Ninja

Joined: 11 Jun 2011 Posts: 57 Location: Everywhere and Nowhere. Muahaha!
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Posted: Fri Jun 17, 2011 4:33 pm Post subject: Movement issues. |
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First part of my problem:
1. My mother movement thread, which is still unfinished. I still need help there...
2. Is there a way to have an NPC walk to a certain spot automatically in a script? Say, a wandering character moving to a certain spot, ignoring obstructions (Like the player?) |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Fri Jun 17, 2011 5:00 pm Post subject: Re: Movement issues. |
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Master K wrote: | First part of my problem:
1. My mother movement thread, which is still unfinished. I still need help there...
2. Is there a way to have an NPC walk to a certain spot automatically in a script? Say, a wandering character moving to a certain spot, ignoring obstructions (Like the player?) |
you can make an NPC ignore obstructions like other NPCs and the hero with the command:
Code: | suspend obstruction |
You can make NPCs ignore walls with:
Then you can make the NPC walk to the destination using something like:
Code: | walk NPC to X(0, 12)
wait for NPC(0)
walk NPC to Y(0, 27)
wait for NPC(0) |
Does that answer your question? or did you have something else in mind? |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Jun 17, 2011 8:45 pm Post subject: |
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Old habits die hard. If there are multiple NPCs on the map (and the others continue to move), it's better to instead do
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set npc ignores walls (0, true)
set npc obstructs (0, false)
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_________________ "It is so great it is insanely great." |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Jun 20, 2011 8:24 am Post subject: |
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The Mad Cacti wrote: | Old habits die hard. If there are multiple NPCs on the map (and the others continue to move), it's better to instead do
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set npc ignores walls (0, true)
set npc obstructs (0, false)
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I keep forgetting we have those features. Yes! Those commands are definitely better, since they only affect that one specific NPC |
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mswguest Guest
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Posted: Mon Jun 20, 2011 8:49 am Post subject: |
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I don't think I ever knew these commands existed, although they must have been in What's New at some point. I'm starting to like the plotdict's organization a little less. To me, these commands belong with moving NPCs or with suspending/resuming, not with "advanced commands". In fact, that section should probably be split up; what makes a command "advanced"? Here's my quick attempt:
All the hero picture/palette stuff could go in a new category called Hero Properties
All the NPC stuff could go in a new category called NPC Properties
All the 'special script' stuff could go in a new category called Altering Special Plotscripts
All the harm tile, foot offset, NPC over hero, and map edge stuff could go in Tweaking Maps
The find hero, hero by slot, etc stuff could go in a new category called Hero Referencing
The hero stats, levels, EXP and stuff could go in the new Hero Properties category
Read and write global could go in Working With Variables
The general game data stuff could have its own category, perhaps merged with the special plotscripts category, since they're together in custom
Allow minimap and save everywhere could probably go in Tweaking Maps, or maybe Miscellaneous
The saving stuff could have a new category Saving Games
Import and export globals in Working With Variables
Run script by ID, I'm not sure, but I'm guessing Flow Control...?
Cap stuff could go under the new General Game Data category
Not sure where to put the trace stuff, I guess Miscellaneous
The map state stuff can go in Tweaking Maps, and it seems to do a good job explaining how advanced it is; tile animation stuff too
Milliseconds seems like it ought to be in Miscellaneous with days of play, etc.
PS: sorry to hijack this thread, but it seems like the problem should be solved, yes? |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Jun 20, 2011 9:40 am Post subject: |
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I like your suggestions, although what if we just completely abandoned the categories, and just put everything in a big alphabetical list. That would encourage people to search for keywords (which is the only way I ever find any command)
Although if you are volunteering to organize the plotdict.xml file, I am going to basically agree with any scheme of order you come up with, no questions asked :) |
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mswguest Guest
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Posted: Mon Jun 20, 2011 5:19 pm Post subject: |
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Well, I think it's nice to have the commands grouped like they are, because there is ALSO the alphabetical list.
I guess if I'm the one making a fuss, I ought to do it, huh? I really don't know how. I'm guessing I could just copy and paste the stuff that's there to move it, but making a new category, and putting the link to it at the beginning, I'd have no clue on. If I fiddle with it and get it working right (I imagine it can't be THAT hard), under the scheme I just proposed, could I email you the new xml file? Would I have to do the html file too? |
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mswguest Guest
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Posted: Mon Jun 20, 2011 5:26 pm Post subject: |
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Oh, there's another problem. When I open the xml document, I just get a huge white screen with all the text with no organization at all (using internet explorer). The HTML version is the only version I use, and it seems to work fine. I don't THINK I've ever noticed this before, because I always just used the HTML one. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Jun 20, 2011 6:57 pm Post subject: |
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The xml version has to be edited in a text editor If you open it with Notepad+ or something like, it should be cleaner to look at. Each command should be in a neatly indented block for easy copy-and-paste.
The html version is generated from the xml version. There is no way to generate the xml from the html
I didn't mean to guilt you into doing this-- if you aren't in the mood for it, don't worry about it :) |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Jun 20, 2011 11:55 pm Post subject: |
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James Paige wrote: | Although if you are volunteering to organize the plotdict.xml file, I am going to basically agree with any scheme of order you come up with, no questions asked :) |
Exactly my attitude too :)
What if we add category tags to each command instead of grouping into single categories? Then for each category we could have a list of links into the alphabetically sorted command list. Or alternatively: sort by "main" category, mostly leaving things in the current order? (That would map better to/from the wiki too.) Only problem is, I have no idea how to do this, or whether it is even possible; Mike created the XML file and XSL stylesheets.
But even if we did that, fixing the "main" categories would be the first step.
Quote: | When I open the xml document, I just get a huge white screen with all the text with no organization at all (using internet explorer). |
Is that when you look at the nightly-uploaded plotdict, or a plotdict.xml file you have laying around (from where? Make sure you edit the nightly XML, not Zenzizenic's)? If the later, you need the htmlplot.xsl file in the same folder for it to display properly. _________________ "It is so great it is insanely great." |
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