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hyperme
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icon DRODscript Additions Videos (+11)  
So after poking around with the DROD source code for a while, I produced results:



More things:

Click here to view the secret text


Opine below, I guess?

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[Last edited by hyperme at 10-30-2018 09:42 PM]
10-11-2016 at 09:49 PM
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Insoluble
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icon Re: Wait for Weapon Video (+2)  
Super Rad. What need to be done for this to make it into the next official update after 5.1? Also, hyperme, you are totally awesome for all the trouble you've gone through to figure out DROD code and make this thing script.

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[Last edited by Insoluble at 10-11-2016 09:52 PM]
10-11-2016 at 09:51 PM
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Xindaris
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icon Re: Wait for Weapon Video (0)  
Absolutely wonderful to see it can work, which brings some hope of it getting into an official release sometime down the line.

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10-11-2016 at 10:32 PM
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kieranmillar
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icon Re: Wait for Weapon Video (0)  
:thumbsup Hell yeah, this is something that I know a number of people have wanted for a while. Top stuff!
10-11-2016 at 10:36 PM
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superluminal
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File: Wait for Weapon.hold (1.6 KB)
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icon Re: Wait for Weapon Video (+2)  
I made a comment in the video saying how this feature was scriptable in-game. Big words don't mean anything until they're backed up, so I've attached my proof here.

As long as you're not using oremites, disarm tokens, or custom armed monsters, this script should emulate the Wait for Weapon command fairly well. Just have someone pass their weapon over the bridge tile to trigger the code. Have fun!

My method is way clunkier than one quick script command, so I'd rather hyperme's work become official than have anyone need to rely on my work for their projects. Scripting should always make things easier.

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[Last edited by superluminal at 10-12-2016 02:08 AM]
10-12-2016 at 02:06 AM
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uncopy2002
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icon Re: Wait for Weapon Video (+2)  
Edge case checks:

What if two or more weapons are overlapping in the same tile?

What happens if a weapon is on a tile briefly during a turn, and then moved away (say, you moved your sword to a tile and then a mimic disarms you/pushes you away)? Will it behave consistently according to movement order?

Oremite/Disarm tokens/Slayer hooks/other armed characters?
10-12-2016 at 02:34 PM
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hyperme
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icon Re: Wait for Weapon Video (+2)  
uncopy2002 wrote:
Edge case checks:

What if two or more weapons are overlapping in the same tile?

Due to how weapons are checked for, this works as expected. All weapons on the tile can be 'seen'.

What happens if a weapon is on a tile briefly during a turn, and then moved away (say, you moved your sword to a tile and then a mimic disarms you/pushes you away)? Will it behave consistently according to movement order?

If you do weird stuff like this, it will depend upon the script's processing sequence number.

Oremite/Disarm tokens/Slayer hooks/other armed characters?

Slayer hooks are just swords. Other armed characters are monsters and thus covered. Disarmed characters don't have weapons, and these none-weapons are not detected.

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10-12-2016 at 05:15 PM
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uncopy2002
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icon Re: Wait for Weapon Video (0)  
More edgy checks:

What if other stuff are on the tile during the check as well? For example:

Monster/entities: player sword on an killable entity due to disarm shenanigans; serpents and gentrii bodies; etc...

Room items: Everything from the first 3 tabs: Seeding beacons, tarstuff, bomb/keg, etc...

Other weird stuff: Golem/construct piles
10-12-2016 at 05:29 PM
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hyperme
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icon Re: Wait for Weapon Video (0)  
uncopy2002 wrote:
More edgy checks:

What if other stuff are on the tile during the check as well? For example:

Monster/entities: player sword on an killable entity due to disarm shenanigans; serpents and gentrii bodies; etc...

Room items: Everything from the first 3 tabs: Seeding beacons, tarstuff, bomb/keg, etc...

Other weird stuff: Golem/construct piles

Literally none of this will have an effect, since the pre-existing functions I used to create the script command don't care about any of that.

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10-12-2016 at 05:31 PM
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skell
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icon Re: Wait for Weapon Video (+1)  
Yea, without seeing Hyperme's code I can attest to know how he did it (because I'd do it the same) and that it works on all cases the regular code supports. If at the moment of the if executing there is a weapon at the tile, it will detect it.

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10-16-2016 at 09:47 PM
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hyperme
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icon Re: DRODscript Additions Videos (+3)  
I made another thing, related to trapdoors: https://youtu.be/tSWF_g5YRKQ

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05-15-2017 at 08:08 PM
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hyperme
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icon Re: DRODscript Additions Videos (+4)  
The previous thing was implemented on shakey foundations, so I remake it on better foundations.

Behold!


Edit: I'm not going to triple post, even for a new video.

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[Last edited by hyperme at 10-30-2018 09:43 PM]
10-30-2018 at 08:09 PM
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Xindaris
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icon Re: DRODscript Additions Videos (0)  
Simply amazing. I'm pretty sure the sum total of all these behaviors could be used to eliminate most, maybe all of the bizarre, buggy behavior blocks currently have.

EDIT: Well, now that I think of it, the missing piece is probably "holds plates down" behavior that works for flying entities. But I have no idea how viable that would be.

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[Last edited by Xindaris at 10-31-2018 02:40 PM]
10-31-2018 at 03:56 AM
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Dying Flutchman
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icon Re: DRODscript Additions Videos (0)  
Thumbs up! Great work, would love this to become available I an official update. But I guess no such thing is to be expected soon?

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10-31-2018 at 07:03 AM
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mrimer
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icon Re: DRODscript Additions Videos (0)  
Dying Flutchman wrote:
Thumbs up! Great work, would love this to become available I an official update.
I second that!
But I guess no such thing is to be expected soon?
Skell would need to be the one managing the publishing of new builds.

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11-01-2018 at 05:38 PM
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