Search found 4098 matches

by TMC
Fri May 03, 2013 2:53 pm
Forum: Game Discussion
Topic: The "How do stats increase at level up?" formula not working
Replies: 14
Views: 5885

Well as opposed to the way Chronoboy fixed it with "from __future__ import division", which causes division to behave in the Python 3 way, always doing floating point division even on integers.
by TMC
Fri May 03, 2013 9:24 am
Forum: Game Discussion
Topic: The "How do stats increase at level up?" formula not working
Replies: 14
Views: 5885

The simple solution is to divide by 50.0 instead of 50.
by TMC
Fri May 03, 2013 9:20 am
Forum: Game Discussion
Topic: Spreadsheet view of Enemy list
Replies: 22
Views: 6268

A built-in import/export tool would be neat though, but I'm not sure how doable it would be. Besides and external tool already exists, so there might not really be much of a need for an internal one. tabulate.py will not be supported long term. Pretty much all the files it imports/exports to are pl...
by TMC
Fri May 03, 2013 8:53 am
Forum: Front Page
Topic: 2013-04-10 Beelzebufo stable release
Replies: 45
Views: 36036

OK, this is my fault. I wasn't happy with the way that the arrow keys switched between different targets in-battle, so I changed the way it worked. The new way is better in some ways and worse in others. I hadn't realised that it was that bad though. I had planned to try to improve it, or failing th...
by TMC
Fri May 03, 2013 7:35 am
Forum: Game Discussion
Topic: Making all tiles in a range passable/impassable
Replies: 16
Views: 5074

James didn't notice that you used "NPC reference" incorrectly. It returns a reference to an existing NPC, but you placed the "npc cursor := NPC reference(0,0) " line before the "create NPC" line. Either you should swap the order of those lines, or just write "npc c...
by TMC
Thu May 02, 2013 6:01 pm
Forum: Game Discussion
Topic: Making all tiles in a range passable/impassable
Replies: 16
Views: 5074

Something like script, walk npc in bounds, direction, begin variable (x, y) x := npc x(npc cursor) y := npc y(npc cursor) switch (direction) do( case(left) x -= 1 case(right) x += ...
by TMC
Thu May 02, 2013 5:52 pm
Forum: Game Discussion
Topic: Spreadsheet view of Enemy list
Replies: 22
Views: 6268

There is a tool for importing and exporting data from/to spreadsheets, though it is crude: tabulate.py . I'm 90% sure that it still works with Beelzebufo, though the Windows .zip is out of date. Also it won't be supported long term. A built-in table view of enemies and other things would obviously b...
by TMC
Thu May 02, 2013 5:28 pm
Forum: Game Discussion
Topic: DOORS
Replies: 11
Views: 3143

You can't read from other maps. And it seems like you may run out of global variables if you want a large world or lots of chunk templates. A kludge is to store data in strings instead, since those have no length limit.

Supporting NPCs would seem to be tricky though.
by TMC
Thu May 02, 2013 5:19 pm
Forum: Game Discussion
Topic: Controlling Harm Tile with a Tag...
Replies: 15
Views: 3910

Zones are basically half finished, they're not meant to require scripting in order to actually do anything. I actually had not thought about allowing zones to act as conditional walls, but it's something we would want to support since you would otherwise use a line of invisible NPCs. NPC movement an...
by TMC
Thu May 02, 2013 4:55 pm
Forum: Front Page
Topic: 2013-04-10 Beelzebufo stable release
Replies: 45
Views: 36036

Heroes can't level if they hit either the maximum level or the level cap. Both can be set in the Stat Caps menu. Also, the level cap can be changed with the "set level cap" command. Have you changed one of those accidentally?
by TMC
Wed May 01, 2013 1:45 pm
Forum: Game Discussion
Topic: Way of seeing where each item is being used?
Replies: 6
Views: 1666

Yes you are right that the script cross-referencing is more complicated since scripts are referenced from lots of places. NPCs aren't, but items are: textboxes, NPCs, shops, hero default weapon and learn-from-item, attacks, enemies, at least. Also there's little hope of sharing any code between the ...
by TMC
Wed May 01, 2013 1:33 pm
Forum: Game Discussion
Topic: DOORS
Replies: 11
Views: 3143

Well, those are several different things, all different from the type of chunk system we were talking about before. I partially disagree, and think editing a chunk-based map would be more difficult and less flexible than doing so using a collection of 'stamps' (cloned brushes), which is what I want ...
by TMC
Wed May 01, 2013 12:04 pm
Forum: Game Discussion
Topic: Tile editor missing "Live preview" for texture type tiles
Replies: 5
Views: 1978

Sure. I've actually been wondering lately whether to add that to the new graphic editor (to-be-written), or just tell people to use live previewing. Being able to see nearby tiles instead would be a nice feature.
by TMC
Wed May 01, 2013 11:59 am
Forum: Game Discussion
Topic: Controlling Harm Tile with a Tag...
Replies: 15
Views: 3910

I think harmtiles are pretty common in OHR games. Spoonweaver has a good point, they are annoying: I always go to the trouble of calculating the amount of damage they're doing. Also yeah, I have in the past used the extra wallmap bits (A, B, H, and even O with overhead tiles disabled) as a substitut...
by TMC
Wed May 01, 2013 11:26 am
Forum: Game Discussion
Topic: Making all tiles in a range passable/impassable
Replies: 16
Views: 5074

(Also, if you make other modifications to the map which you want to preserve you can use savemapstate and loadmapstate.) Firstly just answering your for loop question, pretty simple (a 15x9 rectangle): for (x, top left x, top left x + 14) do ( for (y, top left y, top ...