Stamp Questions

I'm trying to add stamps to one of PoG's maps, but I'm running into problems.

  1. How do you make a stamp unaccessable? I've tried to make a house, but you can walk right through it.
  2. How can you link an even to a certain spot in a stamp, such as walking to the door in Trinity's mage tower?
  3. Are PoG's crypt/dungeon/cave maps included in the location list?

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The only sovereign you can allow to rule you is reason ŃWizard's Sixth Rule, Faith of the Fallen.
ŃCafall

Cafall,

  1. In the map editor, click on the radio button which is titled "access". When you draw on the map you will see read squares appear. Wherever you draw these, the player will not be able to go. Try drawing them all over the house, save the map, then run your program. For the events, create an event which is local to that map. Then select the radio tab in the map editor which reads "Events", select your event title from the textfield below(you must select the event button above the textbox), and then draw where you want the event to be triggered. Save, then run your program and it should work.

Have fun with Coldstone.

Jordo

Quote

Originally posted by Cafall:
**I'm trying to add stamps to one of PoG's maps, but I'm running into problems.

  1. How do you make a stamp unaccessable? I've tried to make a house, but you can walk right through it.
  2. How can you link an even to a certain spot in a stamp, such as walking to the door in Trinity's mage tower?
  3. Are PoG's crypt/dungeon/cave maps included in the location list?

**

Access and links are a function of the ground layer.

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everywhere else, it's --
"Nomuse"

You misunderstand. I'm trying to add stamps to existing PoG maps, so the map editor can't help me.

Quote

Originally posted by Cafall:
You misunderstand. I'm trying to add stamps to existing PoG maps, so the map editor can't help me.

Doesn't the plug in tutorial add a bridge? If that is true, there must be some way to change access, because I'm sure the river would have been inaccessible before.

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quitcherbellyachin.
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New Fortress of Die Nacht released! (12/20) (url="http://"http://aviary.damnsw.net")Download it from here!(/url) | | (url="http://"http://aviary.damnsw.net/downloads/dienachtd5.sit")direct download(/url) | | (url="http://"http://aviary.damnsw.net/fortress/progresslog.html")Progress Log (12/20)(/url)

Cafall - I faced this problem a little while ago. What you need to do is after you
place the stamp, use the "Change Map Cell" event to only change the coordinates of
the cells you want inaccessible to blocked(there is a radio button at the bottom that
says "clear" or "blocked."). The only problem with this is that there is no way to
do mass blocks with 1 call. So for your house you need to block every cell manually(and
if you put in an outpost like I did on an existing map, you could have 40-50 cell events).

Quote

  1. How can you link an even to a certain spot in a stamp, such as walking to the door in Trinity's mage tower?

Use the same event. Change map cell has a check box at the bottom for "Change cell
event." If checked you can specify the event to call when the player enters this cell.
Should be the same way to let a player enter a cave, for instance.

Quote

  1. Are PoG's crypt/dungeon/cave maps included in the location list?

I would imagine that there are maps and when a player steps on the ground tile outside
the entry point(ie, the cave entrance) the player is teleported to the new map using the
change map cell event to call a teleport event and a map position event to place their
starting point.

Btw, a small warning on the use of Change Map Cell event. If you attempt to change the
map cell's picture and you use one of the "stock" picture files from the coldstone
libraries as opposed to one of your own pictures that has an actual picture file in
your pictures directory, coldstone will crash and crash hard(losing any work you didn't
save). So when you use this event do not change the picture! Just change the cell's
access.

Good luck

(edit)just re-downloaded the coldstone docs(since I'm at work) to verify the above, and
added some additional info about changing the cell's event to make it easier to
understand.(/edit)
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Lolly lolly lolly get your adverbs here.

(This message has been edited by Stark Bledfast (edited 02-13-2002).)

Thanks for your help.

Quote

I would imagine that there are maps and when a player steps on the ground tile outside the entry point(ie, the cave entrance) the player is teleported to the new map using the change map cell event to call a teleport event and a map position event to place their starting point.

What I meant was: are the maps for the caves or dungeons (like the Order of Crystal cave) included in the list of locations which are shown in the Load Calls dialog?

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The only sovereign you can allow to rule you is reason ŃWizard's Sixth Rule, Faith of the Fallen.
ŃCafall

Quote

What I meant was: are the maps for the caves or dungeons (like the Order of Crystal cave) included in the list of locations which are shown in the Load Calls dialog?

Not to my knowledge. You can pull up the world maps and some of the shops, but I haven't
seen the cave maps(which start out something like cave_XX where XX is a number). I don't
think we can call up POG's cave maps and set items in them, or extend them, etc.

Though I could be wrong on this. I haven't really looked at this too indepthly.

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Lolly lolly lolly get your adverbs here.

Maybe we could cleverly edit the Plugin Data.txt file to include the cave maps. Of course, we'd need to know the names of the locations, but if we pestered Dee enough, I'm sure he'd cave. 😛

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The only sovereign you can allow to rule you is reason ŃWizard's Sixth Rule, Faith of the Fallen.
ŃCafall

I'm sure the cave maps are like any other map -- you should be able to modify them.

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quitcherbellyachin.
---
New Fortress of Die Nacht released! (12/20) (url="http://"http://aviary.damnsw.net")Download it from here!(/url) | | (url="http://"http://aviary.damnsw.net/downloads/dienachtd5.sit")direct download(/url) | | (url="http://"http://aviary.damnsw.net/fortress/progresslog.html")Progress Log (12/20)(/url)

Quote

I'm sure the cave maps are like any other map -- you should be able to modify them.

Yes, but you can't modify them when they aren't part of the location list.

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The only sovereign you can allow to rule you is reason ŃWizard's Sixth Rule, Faith of the Fallen.
ŃCafall

I've figured out how to add stamps (via the "Stamp Control" action) into PoG's cave/dungeon maps.

  1. Figure out the name of your map. The easiest way to do this is to use the "Plugin Debug Info" dialog which is added to every new plugin you make.

2a) Open the "Plugin Data.txt" text file in some text editor (preferably BBEdit).
2b) Add the name of your map into the Locations portion of the file so that the list of locations stays in alphabetical order. Make sure that you add a ".clo" suffix to your map's name.
2c) Save and close the file.

You may now add your stamp (or anything, like an NPC, for that matter) into the cave/dungeon map.
By the way, this method is tested and it works perfectly. When someone runs your plug-in, they don't need your modified "Plugin Data.txt" file to play PoG any more than they'd need a gyroscopically powered car or an abba-dabba-doo sticker or ESP.

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The only sovereign you can allow to rule you is reason ŃWizard's Sixth Rule, Faith of the Fallen.
ŃCafall

Most excellent Cafall. I fiddled around with caves last night and this morning before
work, and was able to teleport into a cave map by creating a map location of the same
name as the cave(finding it using the debug info), creating the teleport event to the
location, and then deleting the location. This worked fine. But I couldn't add stamps
or anything due to the above problem of not being able to get the name listed in the
drop down box.

I was thinking we might be able to edit the data file and add the name, but hadn't yet
worked myself up to try it, heh.

I'm glad to hear it works. That is most excellent.

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Lolly lolly lolly get your adverbs here.