[ Login | Register ]

The Shining Source

« previous next »
Pages: [1] Print
Dark Resurrection - Beta Test   (Read 24802 times)
Old Post January 25, 2007, 09:55:58 am
#1
Shining Something *

Posts: 142

Logged
Dark Resurrection - Beta Test
For those of you who volunteered to test for Dark Resurrection.

Below you will find a flowchart with decisions to be made by the computer.
I made it some time ago and added/removed sections over a long period of time.

It is still not perfect though Smiley .
I may (or may not) add a section that takes care of casting healing arts by a character,
that is in "idle"-mode, by checking his/her surroundings to see if someone is in need of help.

It would be great if you could take a look at this chart and see if it makes sense in its
current state and if other useful things should be added.


In short:
1) In the meantime, I'll put together the test-environment.
2) When that's done I'll upload the stuff.
3) You guys, test the program in its current state.
4) I'll start working on the AI
5) I'll look into pathfinding with the D-extra library (by some Russian Guy)

Thanks   


 

Love is Grand , Divorce ..... a hundred Grand


Old Post January 25, 2007, 10:56:00 pm
#2
Administrator Shining Spammer *

Posts: 1,129

Logged
Re: Dark Resurrection - Beta Test
When you want to help your buddy why don't you have to check for a healing item?

~Elvenfyre


Old Post January 26, 2007, 12:38:37 pm
#3
Shining Something *

Posts: 142

Logged
Re: Dark Resurrection - Beta Test
Yes..... if buddy A wants to help buddy B , first thing to do is to check if he has a healing item  (perform a check from slot 4 , then 3 , then 2 and finally slot 1 )

This could be a sub-function:
It should return a 1 if "having a healing-item" is true , else it should return a zero .

 I can also apply this function for checking healing-spells, by adding a extra parameter.
This parameter will instruct the function whether to search the 4 item-slots or the 4 spell-slots.

(That 2 search jobs in one function.... neat  Grin )   

Thanx Elv.
 

Love is Grand , Divorce ..... a hundred Grand


Old Post January 27, 2007, 04:31:51 am
#4
Blahian *

Posts: 10

Logged
Re: Dark Resurrection - Beta Test
man i can't wait.  you guys are freaking awsome.  Sega completely ruined the shining games, and your brining back the old battle systems yourself.  Every since playing SF 1,2,3. I always tried to find games that were like it.  Vandal hearts was the only game i could find.  they make most of them too complicated these days and bland storylines. 



Old Post January 29, 2007, 11:54:13 pm
#5
Administrator Shining Spammer *

Posts: 1,129

Logged
Re: Dark Resurrection - Beta Test
Again with the healing - do you need to be in range of the friendly unit?
If so you haven't included the mechanism to reach them in this diagram - like you have with the battle stuff.

~Elvenfyre


Old Post January 30, 2007, 11:41:25 pm
#6
Shining Star *

Posts: 65

Logged
Re: Dark Resurrection - Beta Test
i know i never signed up as a tester. but i have to say the work i've seen so far is pretty amazing, i watched the animated church and lamp.. and saw the vid of the flight.. they were all f***ing awesome Tongue if any help is needed with testing.. i'm here to do what i can.. i'm assisting in testing in another project so antoher one should be fine Smiley ok if i'm not needed.. just thought i would offer  Grin


Old Post January 31, 2007, 02:23:26 pm
#7
Shining Something *

Posts: 142

Logged
Re: Dark Resurrection - Beta Test
WARNING: VERY LONG POST AHEAD

@ Elvenfyre, well spotted  Cool , I will add a path-search To the "help the buddy"-section.

@ QPRman, If you have a computer that is a bit different than the others have, Then you're welcome To test. Smiley

And... erm.. Ty... Did you manage To "set aside" a section where I can upload my stuff ?

In general: I've programmed 4 more functions.

Function 1: copy the character-Data To the work-array ( the work-array is where all the Data For all characters And monsters is stored (monster-Data only during battles)

Code:
Function Copy_CharData_To_Warray( Char )

Warray ( Char ,  1 ) = Char_data ( Char ,  1 )   ; promotion
Warray ( Char ,  2 ) = Char_data ( Char ,  2 )   ; level
Warray ( Char ,  3 ) = Char_data ( Char ,  3 )   ; experience
Warray ( Char ,  4 ) = Char_data ( Char ,  4 )   ; hp
Warray ( Char ,  5 ) = Char_data ( Char ,  5 )   ; mp
Warray ( Char ,  6 ) = Char_data ( Char ,  6 )   ; hp-max
Warray ( Char ,  7 ) = Char_data ( Char ,  7 )   ; mp-max
Warray ( Char ,  8 ) = Char_data ( Char ,  8 )   ; attack
Warray ( Char ,  9 ) = Char_data ( Char ,  9 )   ; defend
Warray ( Char , 10 ) = Char_data ( Char , 10 )   ; agility
Warray ( Char , 11 ) = Char_data ( Char , 11 )   ; movement
Warray ( Char , 12 ) = Char_data ( Char , 12 )   ; weapon
Warray ( Char , 13 ) = Char_data ( Char , 13 )   ; ring
Warray ( Char , 14 ) = Char_data ( Char , 14 )   ; spell 1 type
Warray ( Char , 15 ) = Char_data ( Char , 15 )   ; spell 1 level
Warray ( Char , 16 ) = Char_data ( Char , 16 )   ; spell 2 type
Warray ( Char , 17 ) = Char_data ( Char , 17 )   ; spell 2 level
Warray ( Char , 18 ) = Char_data ( Char , 18 )   ; spell 3 type
Warray ( Char , 19 ) = Char_data ( Char , 19 )   ; spell 3 level
Warray ( Char , 20 ) = Char_data ( Char , 20 )   ; spell 4 type
Warray ( Char , 21 ) = Char_data ( Char , 21 )   ; spell 4 level
Warray ( Char , 22 ) = Char_data ( Char , 22 )   ; kills
Warray ( Char , 23 ) = Char_data ( Char , 23 )   ; defeat
Warray ( Char , 24 ) = Char_data ( Char , 24 )   ; weapon equip -> see 12 - takes up item slot
Warray ( Char , 25 ) = Char_data ( Char , 25 )   ; ring equip   -> see 13 - takes up item slot
Warray ( Char , 26 ) = Char_data ( Char , 26 )   ; mental status
Warray ( Char , 27 ) = Char_data ( Char , 27 )   ; terraintype
Warray ( Char , 28 ) = Char_data ( Char , 28 )   ; class
Warray ( Char , 29 ) = -1 ; EMPTY
  Warray ( Char , 30 ) = Warray ( Char , 12 ) ; item slot 1
  Warray ( Char , 31 ) = Warray ( Char , 13 ) ; item slot 2
  Warray ( Char , 32 ) = medical_herb              ; item slot 3
  Warray ( Char , 33 ) =  0 ; item slot 4
Warray ( Char , 34 ) =  0 ; gridnumber
Warray ( Char , 35 ) = -1 ; mental
Warray ( Char , 36 ) = -1 ; mentalno
  Warray ( Char , 37 ) =  0 ; tile defense
Warray ( Char , 38 ) =  0 ; mithril 
Warray ( Char , 39 ) =  0 ; mithrilctr
Warray ( Char , 40 ) = -1 ; EMTPY 


End Function

The CHAR - parameter is the name of the character, And since there are 30 characters , you have 30 names, which are all unique.

Function 2 is a bit like the First one, except this one's For the bad guys.

Code:
Function Copy_MonsterData_To_Warray ( MonsterNumber , Monster )

Warray ( MonsterNumber ,  1 ) = Monster_data ( Monster ,  1 ) ; type
Warray ( MonsterNumber ,  2 ) = Monster_data ( Monster ,  2 ) ; value
Warray ( MonsterNumber ,  3 ) = Monster_data ( Monster , 13 ) ; add exp 13
Warray ( MonsterNumber ,  4 ) = Monster_data ( Monster ,  3 )   ; hp
Warray ( MonsterNumber ,  5 ) = Monster_data ( Monster ,  4 )   ; mp
Warray ( MonsterNumber ,  6 ) = Monster_data ( Monster ,  5 )   ; hp-max
Warray ( MonsterNumber ,  7 ) = Monster_data ( Monster ,  6 )   ; mp-max
Warray ( MonsterNumber ,  8 ) = Monster_data ( Monster ,  7 )   ; attack
Warray ( MonsterNumber ,  9 ) = Monster_data ( Monster ,  8 )   ; defend
Warray ( MonsterNumber , 10 ) = Monster_data ( Monster ,  9 )   ; agility
Warray ( MonsterNumber , 11 ) = Monster_data ( Monster , 10 )   ; movement
Warray ( MonsterNumber , 12 ) = Monster_data ( Monster , 11 )   ; weapon
;13 add exp -> moved to section 3
Warray ( MonsterNumber , 14 ) = Monster_data ( Monster , 13 )   ; spell 1 type
Warray ( MonsterNumber , 15 ) = Monster_data ( Monster , 14 )   ; spell 1 level
Warray ( MonsterNumber , 16 ) = Monster_data ( Monster , 15 )   ; spell 2 type
Warray ( MonsterNumber , 17 ) = Monster_data ( Monster , 16 )   ; spell 2 level
Warray ( MonsterNumber , 18 ) = Monster_data ( Monster , 17 )   ; spell 3 type
Warray ( MonsterNumber , 19 ) = Monster_data ( Monster , 18 )   ; spell 3 level
Warray ( MonsterNumber , 20 ) = Monster_data ( Monster , 19 )   ; spell 4 type
Warray ( MonsterNumber , 21 ) = Monster_data ( Monster , 20 )   ; spell 4 level
Warray ( MonsterNumber , 22 ) = Monster_data ( Monster , 25 ) ; kills
Warray ( MonsterNumber , 23 ) = Monster_data ( Monster , 26 ) ; defeat
Warray ( MonsterNumber , 24 ) = -1 ;24 n/a ; weapon equip
Warray ( MonsterNumber , 25 ) = -1 ;25 n/a ; ring equip
Warray ( MonsterNumber , 26 ) =  0 ;26 ; mental status
Warray ( MonsterNumber , 27 ) = Monster_data ( Monster , 27 ) ; terraintype
Warray ( MonsterNumber , 28 ) = -1 ; class
  Warray ( MonsterNumber , 29 ) = -1 ; EMPTY EMPTY EMPTY
Warray ( MonsterNumber , 30 ) = Monster_data ( Monster , 21 )   ; item slot 1
Warray ( MonsterNumber , 31 ) = Monster_data ( Monster , 22 )   ; item slot 2
Warray ( MonsterNumber , 32 ) = Monster_data ( Monster , 23 )   ; item slot 3
Warray ( MonsterNumber , 33 ) = Monster_data ( Monster , 24 )   ; item slot 4
Warray ( MonsterNumber , 34 ) =  0 ; gridnumber
  Warray ( MonsterNumber , 35 ) = -1 ; mental
  Warray ( MonsterNumber , 36 ) = -1 ; mentalno
  Warray ( MonsterNumber , 37 ) = 0 ; tile defense
  Warray ( MonsterNumber , 38 ) = -1 ; mithril 
  Warray ( MonsterNumber , 39 ) = -1 ; mithrilctr
  Warray ( MonsterNumber , 40 ) = -1 ; ????? 

End Function

You probably noticed I juggled a bit with the numbers here Cheesy
That's because monsters do Not promote , do Not have levels (For leveling up reasons), do Not own mithril-weapons , don't need To check If their weapon is equipped. etc etc.
And characters do Not use the "add experience" variable. 

Also, there are two parameters: Monster And Monsternumber . The Monster-variable is the Type of the monster.

In Shining Force 2, there are 85 different monsters. In most battles there are multiple enemies of the same race ( 5 smokes , 6 rats etc etc). So, this makes them Not unique. This is where the Monsternumber comes in.

Each monster in a battle is numbered from 31 upwards (why 31 ? Because there are 30 characters, that's why  Angry )
This way Each monster keeps his/her/its "uniqueness" .

Function 3: The Default-chest-content-checklist (try saying this 10 times with a set of False teeth  Grin )

Somewhere in the bowels of the game, there is a spot reserved where the Progress-Genie keeps track which chests ,  you , the player , have opened And which Not.

Well , there has To be a Default-list Right ? Riiiiiight . Roll Eyes

So, when you start a New game, the game reads the Default-list , And puts the contents in the Progress-Field: Chest_Contents[nChests] (what does "nChests" mean ? answer: The total number of Chests you can open in the game.)

Code:
Function Copy_Default_Chest_Contents_To_Progress()

P.Progress = First Progress

If ( P <> Null )

For T = 0 To 87
P\Chest_Contents[ T ] = Chest_Contents( T )
Next

Else
RuntimeError "could not copy default chest contents to PROGRESS TYPE (CoDeChCoToPr-function)"
EndIf

End Function


Code:
Function Read_Chest_Contents()

Restore ChestData
Read Number_of_Contents

For T = 0 To Number_of_Contents

Read Content

Chest_Contents( T ) = Content
Next

End Function

Function 4: this one works in tandem with Function 3 And checks If the contents of Function 3 are ok. It's just a fail-safe.


Well, now this one's nearly finished. When I link the Work-Array with the SAVING and LOADING (and I really do hope that this works from the word GO  Undecided ) I am (or rather.... WE ARE.... ) one step closer to testing.

Left to do: write a function for model-placement in the maps I've made. One for the editor , and one for the final version. This function MUST include X , Y & Z position , X , Y & Z rotation , model-number (1=tree , 2=fence , 3=chest , 4=torch , 5=lamp , etc. etc. )
entityscale for X , Y & Z ( and maybe a few other things ? )

I'm very close to a brain-fry (opposite of brain-freeze  Cheesy )

   

Love is Grand , Divorce ..... a hundred Grand


Old Post January 31, 2007, 03:10:05 pm
#8
Administrator Shining Spammer *

Posts: 1,129

Logged
Re: Dark Resurrection - Beta Test
Looks good.

Some notes:

No character name variable, or is that substituted into "char" or something?

What about model/picture variables, (or if you get complicated) voicetype variables for any soundeffects on speech etc.

I'm guessing you're using char data 12 and 13 to identify what weapon the character is able to use rather than a class reference?
Otherwise I don't see the need for them.

There are several "mental states" cursed, confused, poisoned, silenced.  Have you created a mental state for every combination rather than having each one as an individual attribute - or simply made it so you can only have one at a time?

There's no "add gold" var on monsters.

What about a "flying" var to dictate whether unit can cross water or have no land effect on its movement range etc.

Also I have no idea what the mithril things are for.

~Elvenfyre


Old Post January 31, 2007, 04:33:43 pm
#9
Shining Something *

Posts: 142

Logged
Re: Dark Resurrection - Beta Test
Quote
No character name variable, or is that substituted into "char" or something?

When I want to create a character for a battle , I just do this:

Create_Fighter ( 0 , Bowie ,x,y,z )

or

Create_Fighter ( 31 , Arch_Demon , x,y,z)
Create_Fighter ( 65 , Arch_Demon , x,y,z)

Quote
What about model/picture variables, (or if you get complicated) voicetype variables for any soundeffects on speech etc

Since all characters are unique, I only need the character-constant to display the picture

(part of code)
Code:
;------------------------------------------------------------------------------------------------------
; character-names
;------------------------------------------------------------------------------------------------------

Const bowie  =  1 , sarah   =  2 , chester=  3 , jaha  = 4  , kazin   = 5
Const slade  =  6 , kiwi    =  7 , peter  =  8 , may   = 9  , gerhalt = 10
Const luke   = 11 , rohde   = 12 , rick   = 13 , elric = 14 , eric    = 15
Const karna  = 16 , randolf = 17 , tyrin  = 18 , janet = 19 , higins  = 20
Const taya   = 21 , skreech = 22 , frayja = 23 , jaro  = 24 , gyan    = 25
Const sheela = 26 , zynk    = 27 , claude = 28 , chaz  = 29 , lemon   = 30


Quote
I'm guessing you're using char data 12 and 13 to identify what weapon the character is able to use rather than a class reference?
Otherwise I don't see the need for them.

part of code

Code:
;------------------------------------------------------------------------------------------------------
; weapon-names
;------------------------------------------------------------------------------------------------------

Const achilles_sword =  1 , assault_shell  =  2 , atlas_axe      =  3 , battle_axe     =  4
Const battle_sword   =  5 , brass_knuckles =  6 , broad_sword    =  7 , bronze_rod     =  8
Const buster_shot    =  9 , buster_sword   = 10 , chrome_lance   = 11 , counter_sword  = 12
Const critical_sword = 13 , dagger         = 14 , dark_sword     = 15 , demon_rod      = 16
Const evil_axe       = 17 , evil_knuckles  = 18 , evil_lance     = 19 , evil_shot      = 20
Const flail          = 21 , freeze_staff   = 22 , giant_knuckles = 23 , gisarme        = 24
Const goddess_staff  = 25 , grand_cannon   = 26 , great_axe      = 27 , great_rod      = 28
Const great_shot     = 29 , great_sword    = 30 , ground_axe     = 31 , guardian_staff = 32
Const halberd        = 33 , hand_axe       = 34 , heat_axe       = 35 , heavy_lance    = 36
Const holy_lance     = 37 , holy_staff     = 38 , hyper_cannon   = 39 , indra_staff    = 40
Const indra_stick    = 41 , iron_arrow     = 42 , iron_ball      = 43 , iron_knuckles  = 44
Const iron_rod       = 45 , javelin        = 46 , katana         = 47 , knife          = 48
Const leather_glove  = 49 , levanter       = 50 , large_axe      = 51 , long_sword     = 52
Const mage_staff     = 53 , middle_sword   = 54 , mist_javelin   = 55 , misty_knuckles = 56
Const mystery_staff  = 57 , nazca_cannon   = 58 , ninja_katana   = 59 , power_axe      = 60
Const power_glove    = 61 , power_spear    = 62 , power_stick    = 63 , robin_arrow    = 64
Const rune_axe       = 65 , short_axe      = 66 , short_knife    = 67 , short_rod      = 68
Const short_spear    = 69 , short_sword    = 70 , steel_arrow    = 71 , steel_lance    = 72
Const steel_sword    = 73 , supply_staff   = 74 , taros_sword    = 75 , thieves_dagger = 76
Const valkyrie       = 77 , wish_staff     = 78 , wooden_arrow   = 79 , wooden_rod     = 80
Const wooden_sword   = 81 , wooden_stick   = 82 , bronze_lance   = 83 , force_sword    = 84
Const middle_axe     = 85


Errr, yes no. 12 is to check what kind of weapon you have. If it bigger than 0 (zero) then you have that weapon, or if it IS zero then you do not have a weapon. Also checked against nr 24:

Warray ( Bowie , 12 ) = achilles_sword , Warray ( Bowie , 24 ) = 0

actually means:

Bowie has the weapon achilles sword , and he hasn't equipped it.


or

Warray ( Lemon  , 12 ) = broad_sword , Warray ( Lemon  , 24 ) = Warray ( Lemon  , 12 )

means:

Lemon has the broad sword AND he has equipped it.



Quote
Also I have no idea what the mithril things are for.

Let's assume Bowie can handle the Levanter.

Bowie has the Levanter -> Warray ( Bowie  , 12 ) = Levanter
Bowie has equipped it   ->  Warray ( Bowie  , 24 ) = Warray ( Bowie  , 12 )
Levanter is made of Mithril -> Warray ( Bowie  , 38 ) = Warray ( Bowie  , 12 )
Bowie can use the Levanter 12 times before it breaks -> Warray ( Bowie  , 39 ) = 12

So, if Bowie uses the levanter in a battle, it's:

IF (weapon made of mithril = true )
  IF  ( Warray ( Bowie , 39 ) > 0 )      ; has some uses left
     Warray ( Bowie , 39 ) = Warray ( Bowie , 39 ) - 1
 Else
     Warray ( Bowie , 39 ) = 0          ; weapon is broken
    Warray ( Bowie , 24 ) = 0           ; no longer equipped
   Warray ( Bowie ,  12 ) = 0          ; weapon gone
  endif
endif

this also means that the item-slot the weapon was in , is now freed up.

Quote
There's no "add gold" var on monsters.

Actually , there is .. it's this one -> Warray ( MonsterNumber ,  2 ) =   Monster_data ( Monster ,  2 )   ; value   Wink

Quote
There are several "mental states" cursed, confused, poisoned, silenced.  Have you created a mental state for every combination rather than having each one as an individual attribute - or simply made it so you can only have one at a time?

I have thought about this: In Blitz you can load a texture with "flags"

excerpt from Blitz-manual:

LOADTEXTURE

Load a texture from an image file and returns the texture's handle.

The optional flags parameter allows you to apply certain effects to the texture. Flags can be added to combine two or more effects, e.g. 3 (1+2) = texture with colour and alpha maps.

See CreateTexture for more detailed descriptions of the texture flags.

Something to consider when applying texture flags to loaded textures is that the texture may have already had certain flags applied to it via the TextureFilter command. The default for the TextureFilter command is 9 (1+8), which is a coloured, mipmapped texture. This cannot be overridden via the flags parameter of the LoadTexture command - if you wish for the filters to be removed you will need to use the ClearTextureFilters command, which must be done after setting the graphics mode (setting the graphics mode restores the default texture filters).

flags (optional) - texture flag:
1: Color (default)
2: Alpha
4: Masked
8: Mipmapped
16: Clamp U
32: Clamp V
64: Spherical environment map
128: Cubic environment map
256: Store texture in vram
512: Force the use of high color textures



So......
cursed = 1
confused = 2
poisoned = 4
silenced = 8
etc etc

This means you can have multiple mental states (cursed AND confused =  1 + 2).
I may be stretching this a bit too far, and maybe one mental status is enough, I'm not sure.
(one mental status, meaning, if you are silenced and you are attacked by a creature with poison. then Poisoned (as status) will replace silenced.   

I've updated this post on February 1st.
Last night I discovered that I already worked on Model-Placement (both in my Editor-program AND by the computer). This was aeons ago.  Shocked
Funny, that most of the code still stands Smiley
I think I will have no trouble adjusting the code to "today's standards".
 

Love is Grand , Divorce ..... a hundred Grand


Old Post February 13, 2007, 11:18:47 am
#10
Shining Something *

Posts: 142

Logged
Re: Dark Resurrection - Beta Test
Nearly there,... I've written a separate file for all the global variables (over 30 variables just for all the furniture) Adding the variables for the Ship, Locomotive, AirFortress , ZepFish

(     (Huh?Huh?.... what's a ZepFish ? ) erm.... It's a model I'm working on. It's one part Zeppelin and one part Gondola , shaped like a fish. The rudder looks like (and moves like) the tailfin of a fish. You can see this model when you test the program. Smiley    )     

I've also made a last-minute change to my editor. At first I just created a custom type for every piece of furniture. This custom type is now split into two different ones. One is for furniture you can't search for items. And the other one is for furniture you CAN search for items and other stuff. (figures). I have done it this way because of the following reason.

Let's assume you have a scene where you have 25 pieces of furniture. And you can only search 5 of them. Now, with the split custom type , I only have to search 5 of the entire 25. 

I've also included a FrameTimer. This FrameTimer takes care of the number of frames (per second ( or FPS ) each time the program goes through the loop. I've programmed it in such a way, so you can preset the FPS at the options screen, where the settings are automatically saved,  OR you can use the F1-F4 buttons to temporarily set the FPS in a different setting (not saved)

I think this function is very handy because of all the different PC-configurations. (I'm also thinking about adding a "disable Frametimer" setting , so you can check how it fast/slow it runs without the FrameTimer)

A small question: could someone take a look at what the VICAR is saying , BEFORE when you're asked to save your progress ? (So I don't have to dig up my old Sega MegaDrive Cheesy )

I'll keep adding more stuff for the first beta-test. So stay tuned Smiley 
             

Love is Grand , Divorce ..... a hundred Grand


Old Post March 01, 2007, 11:14:16 am
#11
Shining Something *

Posts: 142

Logged
Re: Dark Resurrection - Beta Test
WALL-COLLISION-SYSTEM

Just finished the WallCollision-system. This system is meant for outside-areas and indoor-areas where there are no walls present. 
With this I can setup referencepoints up to a maximum of 99. When all points are set , a mesh is created, along with a surface.
After that, the vertices are added, along with the triangles. All this data is stored in a file.

When the file is opened, the program reads the first number (the "REFcount").
It then creates a custom-type and keeps generating and positioning the referencepoints until the counter reaches the "REFcount".

The X-Y-Z-coordinates for each referencepoint are read from the same file. Simply put, all these points are grouped into two rows.
The top row and the bottom row.

Now, only the 'coords' of the bottom row are stored because the top row shares the 'coords'
of the bottom row.

The only difference is that they have a different height.
The height is always a fixed variable and therefore it is set by the program.       

If the end of the file is not reached, the program simply adds another type and goes through the entire procedure again.

So, if you have 40 maps then you have no more than 40 files with "wall-data".
Each file contains data to create multiple walls for a map.
Each wall has up to 99 referencepoints (less than 99 is possible too)

SAVING AND LOADING
Saving data seems to work ok too   Huh?
I have a DAT-file and a TXT-file. Both files share the same data, except the size for the DAT-file is 18 Kb and the size of the TXT-file is 65 Kb.

The TXT-file is made for debugging purposes only.
This way the testers can figure out (hopefully Wink ) which number belongs to what variable.

part of TXT data-file:
Code:
 promotion--: 0
level------: 0
experience-: 0
hp---------: 0
mp---------: 0
hp-max-----: 0
mp-max-----: 0
attack-----: 0
defence----: 0
agility----: 0
movement---: 0
weapon-----: 0
ring-------: 0
spell1 type: 0
spell1 levl: 0
spell2 type: 0
spell2 levl: 0
spell3 type: 0
spell3 levl: 0
spell4 type: 0
spell4 levl: 0
kills------: 0
defeat-----: 0
weapon_eqp-: 0
ring_eqp---: 0
mental sts-: 0
terraintype: 0
class------: 0
EMPTY------: 0
item slot 1: 0
item slot 2: 0
item slot 3: 0
item slot 4: 0
gridnumber-: 0
mental-----: 0
mental_sts-: 0
tile-defens: 0
mithril----: 0
mithril_ctr: 0
EMPTY------: 0

Now I have to figure out how to dissect the data.
 
The two EMPTY ones are for future expansions.
One is reserved for the LUCK-variable.

Hopefully the other one can be used for the "BUDDY" system (featured in SFIII)
I'll work this one out when I start working on the code for the battles 


Well, one step closer to the final test.  Smiley
Stay tuned Grin

Love is Grand , Divorce ..... a hundred Grand


New Post March 04, 2007, 09:17:31 pm
#12
Shining Star *

Posts: 65

Logged
Re: Dark Resurrection - Beta Test
woah, just got to say everythings looking really good can tell you've thought alot about this.
and the thought of a buddy system makes me realise just how much attention to detail you seem to be using. i like it, excellent work.


Pages: [1] Print 
« previous next »
Jump to:  

Powered by SMF 1.1.21 | SMF © 2013, Simple Machines