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Thread: New script commands

  
  1. #11
    KeeperFX Author mefistotelis's Avatar
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    Default Re: New script commands

    ok, but how should we call this new "random"?

    Maybe "DYNAMIC_RANDOM" or "DRAND"?

    Or maybe you have better name?

  2. #12
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: New script commands

    DYNAMIC_RANDOM seems a little long, but that sounds good. I can't think of any good name, perhaps VARIABLE_RANDOM but RANDOM already is a variable.
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  3. #13
    Dungeon Keeper Duke Ragereaver's Avatar
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    Default Re: New script commands

    What about an increase of the portal max after an objective is achieved?

    Command:

    INCREASE_CREATURES_MAXIMUM(A,B)

    A: Player 0 (human),2,3 and 4 (AI), Player good cannot be chosen for obvious reasons.
    B: Number of extra creatures the player in question can now attract

    For example

    Code:
    REM *** If action point 1 has been reached by player 0 (human) ***
    REM *** Increase player 0 portal maximum by 5                  ***
    
    IF_ACTION_POINT(1,PLAYER0)
    INCREASE_CREATURES_MAXIMUM(PLAYER0,5)
    ENDIF
    Last edited by Duke Ragereaver; December 22nd, 2009 at 19:58.


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  4. #14
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: New script commands

    In level 3, it uses the MAX_CREATURES command in an IF statement, I believe it works.
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  5. #15
    Dungeon Keeper Duke Ragereaver's Avatar
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    Default Re: New script commands

    Quote Originally Posted by Metal Gear Rex View Post
    In level 3, it uses the MAX_CREATURES command in an IF statement, I believe it works.
    You're right, forget about my idea then.


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  6. #16
    Beetle
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    Default Re: New script commands

    how about the ability to turn alliance off and on by a simple ",0" and ",1" to the end. (can't remember the CMD )

  7. #17
    Fly Trotim's Avatar
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    Default Re: New script commands

    Is there a command to fake/force the building of a room? Since the AI does it, it can't really be impossible, right? Something like MAKE_ROOM(PLAYER1,BRIDGE,x,y) and also SELL_ROOM?

  8. #18
    Dragon DragonsLover's Avatar
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    Default Re: New script commands

    How about merging: DISPLAY_OBJECTIVE, DISPLAY_INFORMATION, DISPLAY_OBJECTIVE_WITH_POS and DISPLAY_INFORMATION_WITH_POS into one single command?

    DISPLAY_MESSAGE([Objective or Information],[Number],[Player to display the message],[Zoom to],[X],[Y])

    [Objective or Information] - Either OBJECTIVE or INFORMATION
    [Number] - Text ID
    [Player to display the message] - Can be PLAYERX or ALL_PLAYERS
    [Zoom to] - Can be PLAYERX for a Dungeon Heart, a number for Action Point or Hero Gate, 0 for no zoom and ALL_PLAYERS for following coordinates.
    [X] - X coordinate to zoom to (ignored if "Zoom to" isn't ALL_PLAYERS)
    [Y] - Y coordinate to zoom to (ignored if "Zoom to" isn't ALL_PLAYERS)
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  9. #19
    KeeperFX Author mefistotelis's Avatar
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    Default Re: New script commands

    Yeah, I also get an urge to bring some order there.

    But the old commands will have to be supported anyway, so that would only make redundant command. I will express my need of order when I'll be designing special map format for KeeperFX - it will support dynamic size of maps and have better scripting.

    There's no need to give second name for the same thing.

  10. #20
    Ghost
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    Default Re: New script commands

    Quote Originally Posted by mefistotelis View Post
    it will support dynamic size of maps
    That's good! But bigger levels = more slabs to put things = Limit thing must be increased... Is it not possible to change the fixed value of the Thing limit into a dynamic one? Just like using dynamic memory allocation (malloc in C) and these things?

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