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robin
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icon Architectical question. (0)  
How can you delay a room from starting at entry?

What I mean happens in the following room:

Journey to Rooted Hold: The Dreamplane: 4N1W

This rooms starts, when Beethro steps on a particular square.
So how do you script this?

Thanks in advance.

robin.

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07-27-2013 at 02:27 PM
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rman
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icon Re: Architectical question. (+1)  
The roaches are actually NPCs with scripts like:

Imperative Invulnerable
Wait for entity Player at (wherever you want the player to be)
Imperative Vulnerable
End on room exit
Turn into monster

Naturally, for this to work, you must make sure that once the monsters are “activated,” there is no way to leave the room without solving it.

If the monsters cannot be reached without “activating” them, the imperatives are unnecessary.

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[Last edited by rman at 07-27-2013 03:01 PM]
07-27-2013 at 03:01 PM
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robin
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icon Re: Architectical question. (0)  
Hey thanks for the reply.

I have another question:

How can you use "activate item at", if Beethro for example steps on grass?
Like the very last rooms in FlashDROD,
where Beethro needs to stay on the normal tiles,
if he steps on the gras to orb will be activated.

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08-22-2013 at 09:06 PM
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Lucky Luc
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icon Re: Architectical question. (+2)  
I have not played that room, but what you describe sounds a bit like this might be what you're asking for:
Label Loop
  Set var "_MyScriptX" = _X
  Set var "_MyScriptY" = _Y
  If ... 
        Wait for item Grass,0,0,0,0
     Set var "_MyScriptX" = -9999
     Set var "_MyScriptY" = -9999
     Activate item at 1,1                 // insert orb location here
  Else 
     Set var "_MyScriptX" = -9999
     Wait 1
     Go to Loop
  If End 

Note that this is a one-time only activation. You can also activate the orb each time the player steps on grass, you only need to put another "Go to" after the "Activate item" command.

Hope it helps,
Lukas :)
08-22-2013 at 09:24 PM
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robin
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icon Re: Architectical question. (0)  
Thanks, I'll think that will do.

But if I want to end that script,
When the player steps on a specific tile,
(Could be a 1x1 pasage to another part of the room)
What must I do then?

(To start it I woulde use:
Wait for entity player at)

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08-23-2013 at 10:34 AM
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Someone Else
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icon Re: Architectical question. (+2)  
You could do something like:

Label Loop
  Set var "_MyScriptX" = _X
  Set var "_MyScriptY" = _Y
  If ...
        Wait for Entity Player,2,2
     End
  If End
  If ... 
        Wait for item Grass,0,0,0,0
     Set var "_MyScriptX" = -9999
     Set var "_MyScriptY" = -9999
     Activate item at 1,1                 // insert orb location here
  Else 
     Set var "_MyScriptX" = -9999
     Wait 1
     Go to Loop
  If End 

08-23-2013 at 01:22 PM
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robin
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File: scripting.png (65.6 KB)
Downloaded 161 times.
License: Public Domain
icon Re: Architectical question. (0)  
OK, this is what it became, and it works...
but when I've killed 74 monsters, it doesn't work anymore.
Can someone help me?
Thanks.

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EDIT: It has nothing to do with the number of monsters I kill,
but where I walk with Beethro,
when I go to the right of the room the scripting ends some how.

EDIT2: never mind, added a myscriptY

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[Last edited by robin at 08-30-2013 09:23 AM]
08-30-2013 at 12:30 AM
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mrimer
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icon Re: Architectical question. (+1)  
Ah, yeah -- you'll need the _MyScriptY = -9999 in the else block.

Looks like when the player reaches (23,8), the script won't loop anymore. Is that the intention?

BTW, you can press Ctrl-A to select all the lines in the script, and Ctrl-B to copy the selected lines to the text clipboard. Then you can paste the script here as text. That might be more streamlined for you.

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08-30-2013 at 05:19 PM
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robin
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icon Re: Architectical question. (0)  
mrimer wrote:

Looks like when the player reaches (23,8), the script won't loop anymore. Is that the intention?


Yes, that's the intention.

mrimer wrote:

BTW, you can press Ctrl-A to select all the lines in the script, and Ctrl-B to copy the selected lines to the text clipboard. Then you can paste the script here as text. That might be more streamlined for you

That is very usefull, I probably should read the help section of the editor, because when I needed the move parts of a room,
I deleted the entire room and started over again. (and now just read in the editor help, how you can do this :blush

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08-30-2013 at 10:43 PM
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