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 Post subject: A question about dragon
PostPosted: Fri Mar 18, 2005 2:49 pm 
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Young
Young

Joined: Wed Oct 20, 2004 11:49 am
Posts: 6
Location: Galiza
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 :)


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 Post subject:
PostPosted: Sat Mar 19, 2005 8:25 am 
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Posting Whore
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Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
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

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 Post subject:
PostPosted: Sat Mar 19, 2005 12:03 pm 
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Young
Young

Joined: Wed Oct 20, 2004 11:49 am
Posts: 6
Location: Galiza
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


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 Post subject:
PostPosted: Sat Mar 19, 2005 6:52 pm 
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Site Admin
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Joined: Sun Jun 02, 2002 8:01 pm
Posts: 1473
Location: CO, USA
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


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 Post subject:
PostPosted: Sat Mar 19, 2005 8:13 pm 
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Slayer of Fools
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Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
They are Z offsets.
If you put 001 005 you would get a random offset of from 1 to 5

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 Post subject:
PostPosted: Tue Mar 22, 2005 6:24 am 
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Young
Young

Joined: Wed Oct 20, 2004 11:49 am
Posts: 6
Location: Galiza
Ok, thanks, i?m going to play with it :D


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