Ryandor.com https://ryandor.com/forum/ |
|
A question about dragon https://ryandor.com/forum/viewtopic.php?f=2&t=2218 |
Page 1 of 1 |
Author: | Goov [ Fri Mar 18, 2005 2:49 pm ] |
Post subject: | A question about dragon |
What is the 000 000 function in xxx2xxx.txt files of dragon? Example: Code: // S TileA N TileB
BBBAAAAA 01df 000 000 ABBAAAAA 01df 000 000 BBAAAAAA 01df 000 000 ABAAAAAA 01df 000 000 BABAAAAA 01df 000 000 ......... I think it refer to height, but i'm not sure. Thanks and sorry for my english ![]() |
Author: | Dev Viperrious [ Sat Mar 19, 2005 8:25 am ] |
Post subject: | |
Syntax : // [Frqequency] [ItemGroup1] [ItemGroup2] [ItemGroup3] ... // // Itemgroup = [Item(hex)] [ZLevel(dec)] [Color(hex)] [Xmovement(dec)] [Ymovement(dec)] Thus... // Coconut palm 0001 0c95 0000 0000 0000 0000 0001 = the chance of this item being placed in a given tile. 0c95 = the item id as it is shown in "Inside UO" the next 4 sets of 0000 are for the; ZLevel or elevation Color as can be found on most GM dye controls Xmovement which is needed for multi part statics Ymovement which is also needed for multi part statics. To experiment with the controls of X and Y you should pick a spot in the dungeon or T2A region and use it to practice creating 2 part items such as logs or tree's. Note however that Dragon SP will place these items for you so you will need to change the scripts to actually place the items. Dev |
Author: | Goov [ Sat Mar 19, 2005 12:03 pm ] |
Post subject: | |
Thanks Dev Viperrious, but you are talking about Dragon\Scripts\Items files, like Beach.txt or Cave.txt. I?m asking for Dragon\Scripts\Statics files & Dragon\Scripts\Map files, like Dirt2Cave.txt or Forest2Swamp.txt. The syntax is diferent for this other files, and there is no comment text. Fragment of Dirt2GrassBump.txt file: Code: // N TileA S TileB
AAAABBBA 0085 0086 000 000 AAAAABBA 0085 0086 000 000 AAAABBAA 0085 0086 000 000 AAAAABAA 0085 0086 000 000 AAAABABA 0085 0086 000 000 // NW Corner is TileB BAAAAAAA 007a 000 000 - The first column represents the 3x3 surrounding tiles. - The seconds & following columns represents the item id of tiles that razor ramdomly will place in this transition point. - The two final columns ... i don?t know |
Author: | Ryandor [ Sat Mar 19, 2005 6:52 pm ] |
Post subject: | |
While not looking at the files themselves to verify, those are the z difference that should be caclulated during a transition. You'll notice the only scripts that use then are the water2x/x2water, which is set at -5. I did play around with it at one time a long time ago and got some really funky results. But as will all things, your own personal experiments will verify this. -Ryandor |
Author: | Stormcrow [ Sat Mar 19, 2005 8:13 pm ] |
Post subject: | |
They are Z offsets. If you put 001 005 you would get a random offset of from 1 to 5 |
Author: | Goov [ Tue Mar 22, 2005 6:24 am ] |
Post subject: | |
Ok, thanks, i?m going to play with it ![]() |
Page 1 of 1 | All times are UTC - 7 hours [ DST ] |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |