Dragon Basher: Enter City

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Posted: 04‑17‑2017 13:05


QuaCzar


Fire Flipper
1804 posts

Joe said:


I think I'll store the return teleport in the t.txt file.




Let us keep thinking this out ... perhaps we need a new file, e.txt for exits.

What is coming to my mind is the "ant hills", the ant hills if you recall actually scrolled ... so did the newer death mountain.

This was done with hardcode in the scroll routine of the client so instead of scrolling the command was intercepted and converted into a teleport.

So perhaps we could have a system where you can set both scrolls and exits and the data gets saved in e.txt??

-Joe


Yeah, that's what I was thinking. Scrolling wouldn't need a z-location, so a z-location of -1, for instance, could mean to scroll. I also had in mind a value (blank?) to mean don't exit in that direction, in case that was needed. A new map could either default to no exits, or teleporting to the map with the same first letter and the number linked with the lowercase letter, such as Aa -> A0, like we were thinking, before.

I actually don't really have a strong opinion where it is stored. I set up t.txt so it could take more parameters for cities, if needed, but it doesn't have to. A separate file would mean the server doesn't need to read the map data to do an exit, at the cost of another block of disk space per map. I also thought of 4 empty files, (which shouldn't take any blocks, right?) Each file could start with a direction, then the map and z-location. That would mean searching the directory, though.

-QuaCzar : SysOp | P2P Guide | Anarchy Leader | #1 Magic

 


Posted: 04‑17‑2017 13:14


QuaCzar


Fire Flipper
1804 posts
It would be convenient to set the z-location for the return spot at the time of city object creation on the other map, as default.

-QuaCzar : SysOp | P2P Guide | Anarchy Leader | #1 Magic

 


Posted: 04‑17‑2017 15:33


Joe


Fire Flipper
1411 posts

It would be convenient to set the z-location for the return spot at the time of city object creation on the other map, as default.




So e.txt can have these variables:

e=
w=
n=
s=

And their values can be the z-location of the "exit city" location of the main level map ... or,

a negative value if the exit is a scroll to the adjacent city-level map.

If the value is zero, then the scroll is not allowed (it is impossible for a player to be on the zero tile unless in tile mode, as a player can't move diagonally thus a scroll would happen before they could get to zero).

Examples:

e=100 -- return player to main map at z-location 100
e=-1 .. scrolls player to city east (A2e to A3e in old map format)
e=0 .. scroll is not allowed, nothing happens

I think we figured it out. :)

-Joe

DevTeam Member

 


Posted: 04‑17‑2017 15:38


Joe


Fire Flipper
1411 posts
Actually, this would be better ... put the map and z-location:

e=A2:100

Means east scroll teleports to A2 at 100 z-location, this would allow greater flexibility than just exiting to the same level.

It could be an option, so if there is no "map" then it teleports to the main level map for that city.

-Joe

DevTeam Member

 


Posted: 04‑17‑2017 19:04


QuaCzar


Fire Flipper
1804 posts
Sure. Yeah, including the map is more flexible. I think I prefer including it always, as it makes the code simpler. If there's no map or no z-location, it's broken, and there's just no teleport. To disallow teleporting, it can be empty. To scroll, z-location can be -1. Sounds good.

For cities, I currently have z-position 0 allowed so that I don't have to worry about moving more positions to avoid cutting the player off the screen, and it makes more area the player can walk on, but I could probably adjust to have it scroll like Queville did.

-QuaCzar : SysOp | P2P Guide | Anarchy Leader | #1 Magic

 


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