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SuperV
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icon Please help me! (0)  
I have a giant problem : when you make a question and press yes or no don't happen nothing. How to create questions whit a special condition that make when press yes to have a special event?

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04-10-2005 at 03:54 PM
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VortexSurfer
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icon Re: Please help me! (+3)  
SuperV wrote:
I have a giant problem : when you make a question and press yes or no don't happen nothing. How to create questions whit a special condition that make when press yes to have a special event?

You almost got the answer yourself - You do this with a condition, like this:

Command: If ... go to "YES"
Command: Question "YOUR_QUESTION"
Command: <Events for Answer "no">
Command: Go to "CONTINUE"
Command: Label "YES"
Command: <Events for answer "yes">
Command: Label "CONTINUE"

VortexSurfer

04-10-2005 at 04:12 PM
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SuperV
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icon Re: Please help me! (0)  
VortexSurfer wrote:
SuperV wrote:
I have a giant problem : when you make a question and press yes or no don't happen nothing. How to create questions whit a special condition that make when press yes to have a special event?

You almost got the answer yourself - You do this with a condition, like this:

Command: If ... go to "YES"
Command: Question "YOUR_QUESTION"
Command: <Events for Answer "no">
Command: Go to "CONTINUE"
Command: Label "YES"
Command: <Events for answer "yes">
Command: Label "CONTINUE"

VortexSurfer

Thanks! You resolved my big problem.

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04-10-2005 at 04:19 PM
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b0rsuk
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icon Re: Please help me! (0)  
Are there any other ways to use labels ? Other than question command...

For example:
if player is on square x1, y1 go to label 1
if player is on square x2, y2 go to label 2

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04-11-2005 at 01:52 PM
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Doom
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icon Re: Please help me! (0)  
One thing that's possible to with labels is repeating commands,

Simple example:

Label "Patrol"
Move to (5,5)
Move to (5,10)
Speech Citizen 1, 1000 "This walking is boring"
Go to "Patrol"
04-11-2005 at 02:04 PM
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SuperV
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Doom wrote:
One thing that's possible to with labels is repeating commands,

Simple example:

Label "Patrol"
Move to (5,5)
Move to (5,10)
Speech Citizen 1, 1000 "This walking is boring"
Go to "Patrol"

Good idea!!!

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04-11-2005 at 02:18 PM
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MeckMeck GRE
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I could also think of roating thinks (a cute eyeball !) that roate as long as the event "eye spotted player" is not true. If it is the eye will turn into monster. You could do 1 of this in a room.
04-11-2005 at 03:51 PM
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egg egg
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You couldn't, because it would have to be a monster eye that saw the player, and a rotating eye would be a character,so the command wouldn't work. :? Sorry.
04-11-2005 at 05:48 PM
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VortexSurfer
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File: The Palace of Puzzles Reloaded.hold (11.7 KB)
Downloaded 79 times.
License: Other
From: Unspecified
icon Re: Please help me! (+5)  
b0rsuk wrote:
Are there any other ways to use labels ? Other than question command...

For example:
if player is on square x1, y1 go to label 1
if player is on square x2, y2 go to label 2

Take a look at the small one-room-hold attached - It contains something like that to implement a Sokoban puzzle. Beethro pushes blocks around by pointing his sword to them, all by scripting (i.e. he doesn't have to do the dirty work and activate those orbs himself) ...

VortexSurfer
04-11-2005 at 08:29 PM
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schep
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icon Characters and puzzles (+2)  
Nice one, VortexSurfer. It looks and plays so much nicer than the AE version. Not to mention the potential for a much larger puzzle.... May I assume you're also planning a larger jug-pouring puzzle? That one would be fun to program.

I converted the Nim puzzle in my own hold last night, so that Beethro plays against a goblin character, and I'm planning a more complicated Nim game to follow. I wanted to do the second game all along, but couldn't stomach trying to implement it with orbs and doors. Maybe I should think about making the triangle solitaire nicer, and sword direction might be a good thing to use there too.

This scripting feature is so great. I'm feeling giddy with power.
04-12-2005 at 04:55 PM
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VortexSurfer
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icon Re: Characters and puzzles (0)  
schep wrote:
Nice one, VortexSurfer. It looks and plays so much nicer than the AE version. Not to mention the potential for a much larger puzzle....

Thanks, Schep. Yes, "real" sokoban levels are possible now. But the amount of scripting required makes the implementation of larger puzzles somewhat tedious, as long as you can't import a batch of scripting commands from a file which you could generate e.g. with another (non-DROD) script. Now that would be nice ... But I think I read somewhere the developers decided against it. And they are perhaps right about that ...

schep wrote:
May I assume you're also planning a larger jug-pouring puzzle? That one would be fun to program.

Well, that's certainly a good idea. I'll have a look at all the puzzles and will definitely re-implement some of them.

schep wrote:
I converted the Nim puzzle in my own hold last night, so that Beethro plays against a goblin character, and I'm planning a more complicated Nim game to follow.

I've been thinking about more complicated games, too. They are certainly possible now, but again will require a dauting amount of scripting ...

VortexSurfer
04-12-2005 at 07:44 PM
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Maurog
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icon Re: Please help me! (-1)  
Challenge!

Make a Chess game in DROD!
Now that's something i'd love to see. Don't even bother with AI yet, just a board which enforces movement rules would be amazing. Or even just the pawns movement for starters.

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04-12-2005 at 08:37 PM
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joker5
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Um... the patrol thing wouldn't work. It would just walk back and forth - no reactions to anything. There's a way around it but it involves a lot of clicking, defining and testing. Or we could just The Almighty Dev Team to add the nifty features I just suggested.

Yeah, they opened up a can'o'worms with the scripting dealie.

~joker5

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04-12-2005 at 10:02 PM
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schep
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icon Re: Characters and puzzles (+1)  
VortexSurfer wrote:
But the amount of scripting required makes the implementation of larger puzzles somewhat tedious, as long as you can't import a batch of scripting commands from a file which you could generate e.g. with another (non-DROD) script. Now that would be nice ... But I think I read somewhere the developers decided against it. And they are perhaps right about that ...
Ouch. That makes a few potentially nifty ideas too difficult to bother with, and increases the work involved in many more moderate things. I suppose the format of a JtRH *.hold isn't really known? (It sure doesn't look simple, after a very brief bit of poking. I suspect it's compressed, and I have no way of guessing how.) It's true that making creation of large scripts too easy allows for abuses against the spirit of the game, but the scripts do that already. And ultimately, every user-created hold is the responsibility of its architect. So I wouldn't see a problem with such tools. Or maybe giving those who want to "push the boundaries" a description of the .hold format but discouraging general tools would be a middle ground here.

At first I thought the chessboard challenge wouldn't be too bad... but the biggest problem is that the scripting system has no concept of relative position (whether measuring doors, NPCs, Beethro, whatever, everything is done by absolute position). So the rules in the script would need to account for moves from every starting square individually, just about. Possible, but not something I want to do in program-by-clicking.
04-12-2005 at 10:14 PM
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