Coding Task List - Before IB2 Initial Release

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Re: Coding Task List - Before IB2 Initial Release

Postby Dorateen » Sun May 06, 2018 2:27 pm

youngneil1 wrote:IB Beta v100 released, no liabilities, no warranties - use at your on risk:

https://www.dropbox.com/s/86ct033r2g2fm ... 0.zip?dl=0

- added back missing scripts (thanks to Dorateen for pointing that one out)
- heavy work on ogGetWorldTime script: it will allow to display countdowns and world time (or future points in time) in conversations and journal now (must test it yet though ;) )

Works like this (from script description):

//ogGetWorldTime.cs - this stores time in minutes into a global int

//parm1 (int) key of global int to store time info into; raw number in minutes; the engine automatically extends the key entered here
//by either DateInformation or AutomaticCountDown,
//depending on p2 setting (eg you enter DeadLineMike and it becomes DeadLineMikeAutomaticCountDown, if p2 is set so)

//parm2 (string) type of time stored:
//DateInformation (current world time in minutes + parm3 as aditional time in hours, it all is converted to minutes) or
//AutomaticCountDown (only parm3 as time of the countdown in hours, converted to minutes for storage and manipulation)
//all keys, fully spelled out like DeadLineMikeAutomaticCountDown, can be used via <> in convos and in journal,
//like typing in a convo <DeadLineMikeAutomaticCountDown> to display the remaining time to the player
//they are automatically converted into a well readable time format
//furthermore, you can manipulate them like any global int via scripts, decreasing or extending a countdown manually or shifting a point in time
//AutomaticCountDown types are automatically decreased by the engine as ingame time passes

//parm3 (int) either the length of the countDown in hours (AutomaticCountDown) or an amount of time in hours added on top of current world time (DateInformation type)
//usse 0 in combination with DateInformation type to simply ge the curent world time


v100 what a milestone! I look forward to updating and checking it out.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Sun May 06, 2018 8:27 pm

v100 what a milestone! I look forward to updating and checking it out.


Yeah, what a ride! So, here's to the next one hundred we will discover together :)
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon May 07, 2018 7:51 am

I found a few bugs with ogGetWorldTime.cs, looking into it now...
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon May 07, 2018 2:36 pm

IB Beta v101 released - no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/0dy1aq9pu3tjm ... 1.zip?dl=0

- fixed a few bugs with ogGetWorldTime :-)
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue May 08, 2018 7:49 am

Looking into some improvements for the height system, particularly more control over which shadows/entrance lights are drawn on a tile. Also, looking for an easy (and flexible way) way to set up secret doors, using the height system.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue May 08, 2018 9:01 pm

IB Beta v102 - no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/izusoxdnpf6uq ... 2.zip?dl=0

- added a few new tile properties:

-isSecretPassage: Likely the most useful one, it basically allows the party to to ignore height difference and right step through a higher tile square, ie through a wall. No need to use bridges for this anymore. Great for secret doors as the wall will look just like a normal wall. Can also be used for visible doors, too, of course. Please note that this warps the party right on the square behind the secret passge. So, please make sure that the tile behind is still on this current map.

-alwaysNormalShadow: When true, forces bridge squares to cast normal instead of curved shadows.

- drawEntranceLights: When set to false, the two light cones on the flanks of a bridge will not appear.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed May 09, 2018 6:59 am

Working on a script for toggling the isSecretPassage property of a tile (like toggle walkable and toggle LosBlocked). While at this, I try to set up all three (walkability, LoS and passage) in a way that by default they are read from module itself (and not savegame), unless - and that's the new part - these properties of a tile were influenced by a script called ingame beforehand. In other words, I add new lists with those tiles whose relevant properties were affected by scripts and store these in lists in the savegame. Information in these lists will even override the module itself (meaning that you cannot change their state regarding walk, Los and secret from toolset when it comes to existing savegames; again, only for tiles who were touched by script in this regard). My goal here is to allow for persistent ingame manipulation through these scripts.
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Re: Coding Task List - Before IB2 Initial Release

Postby Dorateen » Wed May 09, 2018 2:10 pm

youngneil1 wrote: Please note that this warps the party right on the square behind the secret passge. So, please make sure that the tile behind is still on this current map.


This sounds good, youngneil1. Does it mean when the player moves onto a door tile (one with the isSecretPassge toggled) they will be jumped to the square on the opposite side, automatically? Without the character token disappearing from the map by passing under the "bridge"?
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed May 09, 2018 2:25 pm

Does it mean when the player moves onto a door tile (one with the isSecretPassge toggled) they will be jumped to the square on the opposite side, automatically? Without the character token disappearing from the map by passing under the "bridge"?


Yes, that is exactly how it works :) . The code recognizes the move direction of the party when stepping onto the "passage tile" and extends this one square furthdr, making the party appear directly on the opposite side of "passage square". This was neccessary as otherwise the party woulf have been placed on top of the "passage square" (one level higher), which would have allowed the party to walk on the wall (and prevented the party at the same time from leaving the wall :lol: ).

When I have above menitoned new script working we can have differnt types of secret doors:
1) just well hidden: the player can bump into walls and pass through once he hits such a secret door
2) passive skill check: a passive skil check is rolled form a trigger in front of a secret door and only when successful, the secret door is activated (floaty will inform the player that the party found a secret door in the nearby wall)
3) active skill check: the roll for detecting the secret door is only made when the player presses "space" (and invests ingame time and optinally sp cost), rest like 2); this alst type will fit well with tiny optical clues in the graphics that hint the player at squares where it might make sense do an active search (like eg a white stone or a little marking, as used by Pongo already)

Should create quite some desgin options hopefully.
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Re: Coding Task List - Before IB2 Initial Release

Postby Dorateen » Wed May 09, 2018 2:27 pm

Super! It will be fun playing around with these options. Really amazing what can be done in manipulating tiles on the map.
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