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I'm trying to add stamps to one of PoG's maps, but I'm running into problems.
------------------ The only sovereign you can allow to rule you is reason ŃWizard's Sixth Rule, Faith of the Fallen. ŃCafall
Cafall,
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.
**
Access and links are a function of the ground layer.
------------------ 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.
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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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).
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.
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) ------------------ Lolly lolly lolly get your adverbs here.
(This message has been edited by Stark Bledfast (edited 02-13-2002).)
Thanks for your help.
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.
------------------ 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.
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.
I've figured out how to add stamps (via the "Stamp Control" action) into PoG's cave/dungeon maps.
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.
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.