Willow and the Storm

Apr 14, 2010 at 2:54 AM
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Lace said:
I was referring to the story with the armor maker, the two customers, and the smartass.
The basis, you said.

lol
Of course THAT is gonna be in it.
But it's more an ispiration for the basis behind the play style I'm striving for rather than a plot point.

For those who don't know, I'm balancing the classes based on a Chinese fable of a merchant.
The story goes that he sold his ware in the marketplace, and among them was a spear and a shield.
When asked about the spear, he would say it could pierce any shield.
When asked about the shield, he would say it could block and spear.
Supposedly, one day a wiseass asked him what would happen if he used the spear on the shield.
The merchant couldn't answer.

Essentially the Warrior class is the spear concept, able to break any defense, while the Monk is the sheild concept, able to fend any blow, with Ronin and Thief being moderations and Magician being extreme neutrality.

Of course this raises the question of Monk vs. Warrior.
But that comes down to the player.

Anyways, I'm trying to work out the safest way to clear the SLP selector flags.
I'm probably gonna be lazy and add the clears into event 0000 so that way I can guarentee they get called.
Or maybe include them in any event that calls the menu, right before the flag is set.
Like...
<Bla<Bla<FL-0029<FL-0030<FL-0031<FL-0032<FL+0033<FL-0034<FL-0035<FL-0036<Bla<SLP to access the menu for the Basic Shop.
But that's a fair bit of code duplication. :/
Hm.
 
Apr 14, 2010 at 3:08 AM
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I haven't been following too closely but from what's above maybe it would be advantageous to modify the <FL+ and <FL- commands to accept a second parameter, being the range of flags you want to set or clear?

i.e. <FL+0020:0005 would be the same as <FL+0020<FL+0021<FL+0022<FL+0023<FL+0024<FL+0025
I can't imagine it being too hard but then again I've not actually played with the TSC thing myself.

EDIT: actually now that I read it again a few times it probably wouldn't be that helpful in this specific instance but it might be handy somehow, you never know.
 
Apr 14, 2010 at 3:13 AM
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Noxid said:
I haven't been following too closely but from what's above maybe it would be advantageous to modify the <FL+ and <FL- commands to accept a second parameter, being the range of flags you want to set or clear?

i.e. <FL+0020:0005 would be the same as <FL+0020<FL+0021<FL+0022<FL+0023<FL+0024<FL+0025
I can't imagine it being too hard but then again I've not actually played with the TSC thing myself.

I asked Lace, he said it couldn't be done.
:/

Thing is that in order to ensure the flags are right, I have to clear and set them when ever the menu is called.
 
Apr 14, 2010 at 3:16 AM
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DragonBoots said:
I asked Lace, he said it couldn't be done.
:/

You realize he's lying right? Such a task would be pretty easy, really.

Heck I COULD make that for you.
 
Apr 14, 2010 at 11:59 PM
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GIRakaCHEEZER said:
You realize he's lying right? Such a task would be pretty easy, really.

Heck I COULD make that for you.

Hmm...
Yeah, I reviewed the emails.
I asked him for one for a range, not a modification of the existing.
I'll add it to his pile in the next email.
lol
^^;
Either way, I told him it'd be a handy command.

Edit: Got the item quantity script fleshed out.
Each item takes 7 flags and 17 events.
The total thing is about 15k characters with just the increment/decrement portion.
Sadly, it's not as pretty as SeriousFace's money script, but if I'd used that I'd be about 800k characters over the limit.

Code:
//Limit Notice
#0099
<KEY<MSGYou can't carry any more of this.<NOD<EVE0000

//Item 01 - Flags 100-107; Events 100 and 109
#0100
<FLJ0107:0099<FLJ0106:0108<FLJ0105:0107<FLJ0104:0106<FLJ0103:0105<FLJ0102:0104<FLJ0101:0103<FLJ0100:0102<ITJ0001:0101<IT+0001<EVE0000
#0101
<FL+0100<EVE0000
#0102
<FL+0101<EVE0000
#0103
<FL+0102<EVE0000
#0104
<FL+0103<EVE0000
#0105
<FL+0104<EVE0000
#0106
<FL+0105<EVE0000
#0107
<FL+0106<EVE0000
#0108
<FL+0107<EVE0000
#0109
<FLJ0107:0110<FLJ0106:0111<FLJ0105:0112<FLJ0104:0113<FLJ0103:0114<FLJ0102:0115<FLJ0101:0116<FLJ0100:0117<IT-0001<EVE0000
#0110
<FL-0107<EVE0000
#0111
<FL-0106<EVE0000
#0112
<FL-0105<EVE0000
#0113
<FL-0104<EVE0000
#0114
<FL-0103<EVE0000
#0115
<FL-0102<EVE0000
#0116
<FL-0101<EVE0000
#0117
<FL-0100<EVE0000

Shown is the code for the first item script-chunk and the global event 99 - "You can't carry any more of this."
:3
Progress is good~
 
Apr 15, 2010 at 12:59 AM
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He said it couldn't be done.
What the hell?
I didn't say it couldn't be done (just a massively easy loop, as GIR says), I said it was useless as shit because you can do the same thing w/o being lazy in tsc. STOP INFRINGING UPON MY HONOR!

You smell like butt. Therefore, going to Ohio shall happen. HA!





:D
 
Apr 15, 2010 at 1:11 AM
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Lace said:
What the hell?
I didn't say it couldn't be done (just a massively easy loop, as GIR says), I said it was useless as shit because you can do the same thing w/o being lazy in tsc. STOP INFRINGING UPON MY HONOR!

You smell like butt. Therefore, going to Ohio shall happen. HA!





:D

I'm pretty sure you said it wasn't possible.
:/
Either way, yeah.
TSC scripting done for the count.
Just gotta plug the armsitems into the system, then I'm a-okay good to go.

Also, what is the character cap for CS?
Isn't it like 108k characters?
 
Apr 15, 2010 at 1:34 AM
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Apr 15, 2010 at 2:46 AM
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Lace said:
:3

Dunt remember what the char cap was. 5000 hex maybe? Check the Max offsets thread logz made a while back.

Linkage plox?
Search found nothing. :/
 
Apr 15, 2010 at 6:36 PM
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Apr 15, 2010 at 11:27 PM
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It's at 0x421545
 
Apr 18, 2010 at 3:27 AM
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Lace said:
It's at 0x421545

Cool.
I'll be sure to do that when I get an executable.
Oh, and Lacy~
I'mma send you a PM with a little secret mission.
 
Apr 18, 2010 at 1:03 PM
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Apr 18, 2010 at 10:13 PM
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andwhyisit said:
Uh, guys? Can you please tone down on the modding discussion?
This is the Ideas forum after all, not the Hacking/Modding forum.

http://www.cavestory.org/forums/threads/2310/ (rule 2)

Thanks.

Ideas and Developement.
And my question, while a little out of place, is relevent to this projects development - The item counting script nearly eats up the limit all by its lonesome. D:

But, hm.
This mod (idea... project) seems to once again fall through the cracks.
According to rule 5, it should be in the mod/hack showcase because it's pretty much a community project.
According to rule 3, it belongs here because it lacks a demo.
Hm. :/

Either way, in news: I've decided that the Wizards spells will be limited to 3 of each, but they can be refilled. As such, I've included the appropriate counting scripts in head.tsc, as well as a refiller script.
Thoughts?

As well, the Wizards spells (semi-finalized):

Brimstone Barrage - Hits all enemies on screen for 3 damage.
Thunderclap Torrent - Creates a bullet-entity similar to the Doctors energy starburst. Hits enemies for 8 damage.
Shadow Servant - Same as the alchemy item Shadow Ally; carried Curly AI. Stacks with Shadow Ally.
Adamant Platform - Creates a block you can stand on.
Nimble Nimbus - Creates an entity that you can ride. Pressing down while riding it banishes it. Same entity as the ghost.
Recall - Returns you to the villiage square.
 
Apr 20, 2010 at 12:39 AM
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DragonBoots said:
Adamant Platform - Creates a block you can stand on.
Set a time limit that the block can stay on the screen until it disappears. You could build some interesting puzzles around Adamant Platform.
 
Apr 20, 2010 at 5:08 PM
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DragonBoots said:
But, hm.
This mod (idea... project) seems to once again fall through the cracks.
According to rule 5, it should be in the mod/hack showcase because it's pretty much a community project.
According to rule 3, it belongs here because it lacks a demo.
Hm. :/
This is the problem with all these rules. They're so strict that they're starting to contradict each other.
 
Apr 20, 2010 at 5:31 PM
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I agree with Celtic.
 
Apr 21, 2010 at 1:31 AM
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andwhyisit said:
Set a time limit that the block can stay on the screen until it disappears. You could build some interesting puzzles around Adamant Platform.

I would it if were possible.
But in order to have a timed life, I'd either have to edit an entity to have the timed life or make it run a continous script event, thus making the player immune to damage for the duration.
I'm thinking just make it hang around until the map reloads.
Or, maybe replacing Adamant Platform with an Invisibility spell that actually would prevent damage (unlike the Cloaking Device from TDP).

Catch is it'd basically be dropping you into a sub-world populated with fatal ghosts.
Heheh...
 
Apr 21, 2010 at 2:02 AM
Um... Chosen One? Yeah that'll work. : P
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Just have a limited amount of shots on screen.
 
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