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 Battlemasters (general discussion thread), Status: progressing
kalan_vod
Posted: 3 Apr, 2006, 12:11


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QUOTE

:"0ZMAPINIT
:prgmθ
:prgmTEMP
:"0
:prgmθ
:1→V
:While V
:real(2,0,S,T,W,H,0,12,0,7,9,0,8,0
:real(1,8X,8Y-1,1,9,1,(N=‾1)+3(N=1)+2(O=‾1),0,0,0,1
:Delvar KIf Z and rand<R
:Then
:12→A
:DelVar R
:DelVar V
:End
:Repeat Ans>9 and Ans<16 or Sum(Ans={24,25,26,34
:getKey→K
:End
:If Ans<23
:Then
:If Ans=22
:Then
:12
:Asm(prgmCODEX
:End
:If K=11
:Then
:DelVar V1→A
:End
:If K=13
:Then
:"0ZMATTR
:prgmθ
:prgmTEMP
:"0
:prgmθ
:End
:If K=14
:Then
:"0ZMSAVE
:prgmθ
:prgmTEMP
:"0
:prgmθ
:End
:If K=15
:Then
:DelVar V4→A
:End
:Else
:If K=25 or K=34:Then
:DelVar N1-2(K=25→O
:End
:If K=24 or K=26
:Then
:DelVar O1-2(K=24→N
:End

:T+Y+O+1→J
:S+X+N+1→I
:If J=H+1 or Ans=W+1 or not(AnsJ
:Then
:"0ZMAP0
:prgmθ
:prgmTEMP
:"0
:prgmθ
:End
:If 20>[A](J,I
:Then
:Y+O→Y
:x+N→X
:End
:If Y=2 and T
:Then
:T-1→T
:Y+1→Y
:End
:If Y=4 and T≠(H-7
:Then
:T+1→T
:Y-1→Y
:End
:If X=4 and S
:Then
:S-1→S
:x+1→X
:End
:If X=7 and S≠(W-12
:Then
:S+1→S
:x-1→X
:End
:R+.005not(Z→R
:End
:End
:DelVar [A]DelVar L6
:x→∟CUR(55
:Y→∟CUR(56
:S→∟CUR(57
:T→∟CUR(58


Edited: bold is newer.
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Spellshaper
Posted: 3 Apr, 2006, 13:20


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thx Kalan! *Spellshaper huggles!

Got it to work this time... and it´s faster! *Spellshaper huggles again!
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kalan_vod
Posted: 3 Apr, 2006, 13:22


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Hehe, np..How much was saved as of now?
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Spellshaper
Posted: 3 Apr, 2006, 13:39


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740-642=98 bytes saved!

(the bugged version compiled by sourcecoder saved ~200 bytes... but as said, not usable ^^)


/edit: one thing: If (Z≠0) is not If not(Z biggrin.gif

This post has been edited by Spellshaper on 3 Apr, 2006, 13:40
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kalan_vod
Posted: 3 Apr, 2006, 14:42


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Oops, I guess I skimed through it too fast blah.gif.
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Spellshaper
Posted: 3 Apr, 2006, 14:47


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np... I figured it out after walking around for about 5min...
(the Z states if the mappart has creeps or not, R is the probability to encounter a creep on the next step)
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xlibman
Posted: 5 Apr, 2006, 13:07





Group: Founder
Posts: 12
Member No.: 1
Joined: 8 Sep, 2004



I tried it its very cool so far keep up the good work. ^^
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Spellshaper
Posted: 5 Apr, 2006, 15:33


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no mayor updates... but got sum parts of the battle engine to work... though still buggy

*Spellshaper has to get some bug spray soon


/edit: someone revive the association and counting thread ^^

This post has been edited by Spellshaper on 5 Apr, 2006, 15:39
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Ranman
Posted: 6 Apr, 2006, 7:42


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Can you say the Battlemasters has gained in percentage complete?
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Spellshaper
Posted: 6 Apr, 2006, 9:19


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maybe 2% blah.gif ^^
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Ranman
Posted: 6 Apr, 2006, 9:56


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QUOTE (Spellshaper @ Apr 6 2006, 9:19)
maybe 2% blah.gif ^^

Woo hoo woot.gif woot.gif

Good job wink.gif
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Spellshaper
Posted: 6 Apr, 2006, 10:41


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lol^^
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Spellshaper
Posted: 7 Apr, 2006, 16:01


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Hm... I´m thinking about getting rid of the extra "wait-bar" in battles...

Current battle system is like this:
Every creep and the player has an attack bar, which is divided into a "progress" and "wait" part. After the "progress" is filled, the AI/player decides the action and stores it, then the "wait" bar starts loading. Only after the wait bar has fully loaded is the attack being performed.

Downside: Needs complicated code and is probably slow(er)

Upside: Adds variety. For example, if the creep is in the "wait" status while the player hits it, the attack could do extra dmg or kinda stun the creep (lower attack bar increase or lessen the value of progress for the creep upon being hit)

What do you think?
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xlibman
Posted: 7 Apr, 2006, 18:08





Group: Founder
Posts: 12
Member No.: 1
Joined: 8 Sep, 2004



aaah I see, that will still be cool i think. I remember in final fantasy 9 whe you chosen an attack it would take a long while before you can attack, but the problem is that most of the time the enemy could attack 3 or 4 times before you can even attack so you eventually died
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