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Author Topic: Knights & Dragons: The Endless Quest  (Read 15082 times)

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Offline flemw1234

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #135 on: June 04, 2012, 07:18:53 pm »
Thanks...now I suppose I have to edit all the sel files to say the new name in the select screen....what font did you use?

Better yet Pierwolf is there a way to just add a placeholder into the select screen so I can just type the new name in for it to show up just like the ingame name? I'd like to do the same for Arthur (renaming Crusader), Perceval (renaming Axeman), Lancelot (renaming Noble), and Mordred (renaming Duelist)...

Offline volcanic

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #136 on: June 04, 2012, 08:57:57 pm »
Quote
DELETE the update.c file. Using the update.c method is very very slow (especially on console) and negates the entire reason of using settextobj function.

That's really important.
Piefwolf please do me a favor.
Please test the fps with and without update.c on PSP.
Here on my PC it's always 200fps....
I think levelupdatescript shouldn't slow down fps significantly.

Edit:
Just tested with 1000 times string draws in updated.c
And the fps is still 200 ;D
(I think the sprite que is full but when 10000 it dropped down to 90)

I need a PSP tester...

Quote
void main()
{
   void i;
   for(i=0;i<4;i++)showLv(i);   
}
void showLv(int ind)
{
   if(!getplayerproperty(ind,"ent"))return;else{}
   void lv=getglobalvar("level."+ind);
   void i;
   if (lv==NULL())lv=1;
   for(i=0;i<1000;i++)
   drawstring(69+120*ind,253,0,"LVL" + lv);

}

« Last Edit: June 04, 2012, 11:14:46 pm by volcanic »

Offline utunnels

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #137 on: June 05, 2012, 08:43:59 pm »
It seems that the latest openBor has some scripting problems as i've noticed its spawnscript doesn't activate.


More specific please, so I can look into this when I have time.

Offline Pierwolf

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #138 on: June 05, 2012, 08:50:16 pm »
yes, i will test it.

in the meantime, i've found another strange bug with this new scripts; when you finish a stage, or when you die and respawn, it doesn't keep the level up bonuses.

i try to explain: the scripts are intended to work like this; everytime you level up you gain a permanent upgrade of 10 points in HP and MP.

as it works now, instead, when you level up, you gain the bonus, then when you die and respawn, or when you finish a level and start a new one (for example in the graveyard stage, when you enter the gate in order to face the boss), the chars loses the bonus and return with his standard amount of HP and MP.

(i've found this by setting an augment of 1000 HP and HP instead of 10 when you level up, so that the difference when you level up is notable)

all this tested on the latest build aviable, 3709.

in the attachment there is the game with the scripts, if someone better than me with those can give a try to fix it.

thanks a lot!
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline utunnels

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #139 on: June 05, 2012, 09:23:07 pm »
OK I'll try it after I get off work.

But by peeking into the files, I found something:

1.
Code: [Select]
@script
if(frame==1){
    void self = getlocalvar("self");

    changeentityproperty(self, "mp", 999999); //Max MP bar
    changeentityproperty(self, "health", 999999); //Max HP bar
}
@end_script

This code shound't have any effect (except full recovery), because you are changing mp and health without touching maxmp and maxhealth. Values beyond the max value will be dropped.

2.

Code: [Select]
#include "data/scripts/levelup/lvup.c"
#include "data/scripts/score1.c"
#include "data/scripts/score2.c"
#include "data/scripts/score3.c"
#include "data/scripts/score4.c"
void main()
{
setAbi(getentityproperty(getlocalvar("self"),"playerindex"));
}

Here's your data/scripts/spawn/player.c


Don't include those score#.c, though the compiler won't complain about duplicate functions, but sometimes the entry might not be correct and it is hard to tell where the problem lies.


Just use this:

Code: [Select]
#include "data/scripts/levelup/lvup.c"

void main()
{
setAbi(getentityproperty(getlocalvar("self"),"playerindex"));
}


« Last Edit: June 05, 2012, 09:25:23 pm by utunnels »

Offline Pierwolf

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #140 on: June 06, 2012, 04:36:04 pm »
Quote
This code shound't have any effect (except full recovery)

that's exactly what i wanted.

Quote
Don't include those score#.c, though the compiler won't complain about duplicate functions, but sometimes the entry might not be correct and it is hard to tell where the problem lies.

yes, but not doing this, make the level not showing until you hit something.  :bored:
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline utunnels

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #141 on: June 06, 2012, 08:05:44 pm »
That is not the way it should work. If you want the text, you need to put the settextobject logic in your script.


Offline volcanic

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #142 on: June 06, 2012, 10:05:17 pm »
Update the new script and try.
I've tested and it worked fine.
Please let me know if it works properly.

Offline erf_beto

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #143 on: June 07, 2012, 12:38:05 pm »
Not sure if anyone's seen this bug before, but at the yellow stage where you wake up with the town in flames, after the old man points you to the orcs cave, leading you through the forest. The game "stops" after you beat the enemies, and you have no where to go. The time counter goes down, and down, and down... until you die.

The screenshot shows the spot.

I'm using Openbor v3.0 3703, and I think it's the paxploded original mod (there's no level up and the music folder has around 400MB).

Offline Pierwolf

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #144 on: June 07, 2012, 03:31:42 pm »
Update the new script and try.
I've tested and it worked fine.
Please let me know if it works properly.

thanks volcanic, i'll try and i let you know!  :cheers!:

Not sure if anyone's seen this bug before, but at the yellow stage where you wake up with the town in flames, after the old man points you to the orcs cave, leading you through the forest. The game "stops" after you beat the enemies, and you have no where to go. The time counter goes down, and down, and down... until you die.

The screenshot shows the spot.

I'm using Openbor v3.0 3703, and I think it's the paxploded original mod (there's no level up and the music folder has around 400MB).


you didn't have killed the mimic chests, aren't you? thanks for your help, erf_beto, that should be the mimic offscreen kill command, i will fix it.  :)
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline flemw1234

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #145 on: June 07, 2012, 07:29:32 pm »
Glad to see the levelup bugs being worked out....

Here's pics of all the alternatepals I made, some classes more then others....I just placed them in the corresponding character folder and added the (alternatepal    data/chars/"""/"".gif) to the character.txt file as well as it's corresponding horse riding file, (and the bards invis and barbarians speedup) works like a charm.....let me know if anyone is interested in any of these and I'll post 'em...

Offline flemw1234

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #146 on: June 07, 2012, 07:32:04 pm »
Here's more...

Offline flemw1234

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #147 on: June 07, 2012, 07:36:45 pm »
One more......

some of these need some explaining....

the two first Arthurs are wearing Iron Masks which is why the skin is Gray (the arm is just grey colored as a result so perhaps grey shirt...and the one Barbarian is my bloodied Berserker palette...everything else is just different combos of colors...any questions feel free to ask....

Offline shulbocka

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #148 on: June 07, 2012, 10:21:06 pm »
I like them all man, nicely done. I wish I knew how to add them so I could use them too, but none the less they look cool. Good work.

Offline erf_beto

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Re: Knights & Dragons: The Endless Quest - complete
« Reply #149 on: June 07, 2012, 10:29:47 pm »
I like the middle wizard.  :)

Sometimes I wonder when will someone "clean up" these Heroes sprites to make them easier to swap colors... then I remember how many sprites they have and what a gargantuan task that would be...  :blushing:

Quote
you didn't have killed the mimic chests, aren't you? thanks for your help, erf_beto, that should be the mimic offscreen kill command, i will fix it. 
I think I did kill a mimic... I'm not sure  :-[
anyway, I unpacked v1.5 and got the same result.
I'm going to look for it, but can you tell me what should I change in the .txt to bypass this bug?

BTW, I played this mod a lot today (though I gave myself a few extra lives, cause I'm not a good player :(  ) , and after that bug, I decided to unpack v1.5. I replaced the data folder and started the game. OpenBor read the savefile from the v1.0 and I could continue the game... but in doing that, due to my previous score, I started at LV 8 !

What puzzled me is that, even after I chose New Game, the score and level remained. Shouldn't the score reset to zero when I choose a New Game, even if I already have a saved game?

 



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