maped thread - now even more difficult to use than ever

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Ozimandias
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Re: maped thread - now even more difficult to use than ever

Post by Ozimandias »

Ok, had this problem a while ago, but am now posting it.

I've tried to fire up mapped before, but unfortunately it does not load as it need a dll file by the name of "alleg43." Tried searching the net all over, but could never find a solution for this.

Anyone know a work around, or can someone provide me the file? Or maybe there can be an updated version that already includes it.
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Re: maped thread - now even more difficult to use than ever

Post by Rusty76 »

There should be a copy of alleg43.dll in the folder where euo is installed. Also, make sure maped is installed in the same folder. It won't work if it isn't. If the file isn't there i'd suggest downloading and reinstalling euo and see if the new install has it.
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Re: maped thread - now even more difficult to use than ever

Post by Ozimandias »

Hot diggity dammit it works. YAY!

THNX RUSTY!
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Re: maped thread - now even more difficult to use than ever

Post by Bugbo »

So when will the new version of maped be available for download? I'm anxious to take a look at some of the new lvls now that map number can go over 300
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

300+ is reserved for temp maps such as phase anoms, mines, holes and instnaces!
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Re: maped thread - now even more difficult to use than ever

Post by hellslave »

First time booting up MapEd since i had to remove a dodgy stick of RAM, and now whenever I hit 'i' to try and place items mapEd crashes. Any idea what the problem might be? (managed to place items on the map before my PC died but now it just crashes any time i try to list the items)
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

yeh it needs updating but my vid card on my main pc died sittingin the sc2 menu :--;: maybe tomorrow
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

ok maped finally updated ! http://swut.net/euo/files/maped.zip
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Re: maped thread - now even more difficult to use than ever

Post by hellslave »

any chance you can post up that euo.pkg.cpp here egg? Seems as good a place as any cause it's kinda related to mapping...
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

here it is in all its ugly glory
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Re: maped thread - now even more difficult to use than ever

Post by Keighn »

Is the the apocalyptical mod?
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

it's the list of funcs and vars and objects in the euo server that lua scripts can access and manipulate

see viewtopic.php?f=11&t=2657
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Re: maped thread - now even more difficult to use than ever

Post by mud »

Very interesting file, it's gotten me quite excited about EUO scripting.

In that vein, what version of Lua is EUO using now?
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

good question: 5.1 - it was updated 3-4 months ago
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Re: maped thread - now even more difficult to use than ever

Post by mud »

Are there any other libraries or lists of constants or anything usable by scripts?

Reason I ask is, I was browsing through viewtopic.php?p=41543#p41543, and I noticed

Code: Select all

require("funcs")
at the top, and then

Code: Select all

BCODE_SWITCH_ON
and such a few times in there. Is "funcs" like a list of constants for item codes and such, or maybe given the name, some utility functions as well?

If so, would it be possible to see that? I can just get the codes for items and mobs from maped instead, but I might as well use the named constants if they're already available in Lua somehow.
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Re: maped thread - now even more difficult to use than ever

Post by hellslave »

funcs is another lua file which has a variety of things in it including:

quick methods for getting skill values: e.g. SK_FISHING=sc:get_skill_nr("fishing") for each skill
enums for the different shrines

and the following functions:

is_player(id)
trim(s) //not entirely sure what that one does
call(fname, ...)
strip_non_alpha_chars(str)
toggle_switch(id,x,y,z)
in_array(needle, haystack)
get_rumour() //fortune cookie
get_random_element(a)
set_monster_level(m,lvl) //scales a monsters stats from level 1-100 depending on lvl param
mkEvil(m)
mkGood(m)
set_neutral_aligned(m)
mount(id, mount_id, x,y,z)

most of these functions you can put together in your own script files but appear to be there to make things easier and stop you reinventing the wheel (i.e using is_player(x) instead of remembering that ID's < 100 are reserved for players)
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Re: maped thread - now even more difficult to use than ever

Post by Keighn »

I've been chatting with TC a little and also looking at some of my older mapping programs. Regions are very nice but they really have only a few uses at this time and there's potential for them to be so much more. I'm talking about Regional & Global settings for a map.

Basic Idea:
Global/Regional settings places a feature or Spawner on all squares in that map or region.
Global/Regional settings can have more than one setting say perhaps up to 10.
Global affects all regions in the map.
Regional setting affect only that particular region.


Example:
Say you want a map to reduce light radius by 5, be antimagic, be pvp, and have no_blink, + spawn bats anywhere on the map (about 30)
Then you'd just have these set in the global setting. This leaves you to place traps, teleporters, and other normal features as you please.

Region is just that except only affecting that region.

Another possibility would be to set monster toughness in a region/global setting.


New Features:
Mana Trap
Rage Trap
Traps that can either inflict damage or heal you so many hp (or mana)
Spell Traps (pre luad rather than each person figuring it out)
Summon Squares
Give item squares
Take item squares
Stats trap
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Re: maped thread - now even more difficult to use than ever

Post by Eclips »

It would be cool if there were Full heal and Full Mana tiles.
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

Questions regarding "rate" of spawners.
What happens if I leave it at zero and what would be a could rate value?
Besides I thought the value is in minutes and should be 1 or 2, but copying a set spawner with rate=1 and paste it somewhere else rises the value automatically to rate=60 (bugged?).

Edit:
Is it possible to set tinted spawners with maped or by editing the *.fea file?
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Re: maped thread - now even more difficult to use than ever

Post by Aerie »

if you do rate=2, does it go to 120? Is it counting seconds instead of minutes?
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