SRL Archive - Reflection Help

Differnt X tile upon enter same(?) dungeon.


YoHoJo

2011-04-10 23:31:28

Lazy. Read It. And Please Help.

(8:08:27 PM) YoHoJo: When I enter the dungeon
(8:08:33 PM) YoHoJo: the X confidante is always different
(8:08:37 PM) YoHoJo: but Y seems to stay the same
(8:10:54 PM) YoHoJo: Mhm
(8:10:59 PM) YoHoJo: With both RsBot and RsBuddy
(8:11:07 PM) YoHoJo: Each time I enter exit the X changes, and Y stays same
(8:12:48 PM) Method: by how much does the value change, YoHoJo?
(8:13:19 PM) YoHoJo: It seems to increase by ~200ish each time,let me try again though
(8:15:18 PM) YoHoJo: 7653, 7845, 8229, 8805, 9765, 10725, 11109, 11493. Those are the X values upon each re-entering of the area
(8:15:22 PM) YoHoJo: Y value remains same
(8:15:37 PM) Method: which area?
(8:16:54 PM) YoHoJo: now back to 8229, 8805, (the cycle is continuing)
(8:17:08 PM) YoHoJo: Method: you get my MSN messages?
(8:17:35 PM) Ogre: u so secretive
(8:19:20 PM) YoHoJo: yeah sorry.
(8:19:39 PM) YoHoJo: Ogre: any idea how I could accomplish tile walking in a script when the X tile keeps messing around like that?
(8:20:02 PM) Ogre: just find a relative tile when you KNOW you're there
(8:20:06 PM) YoHoJo: My guess is read the X tile upon entering, and then manually count the X tile changes and add/subtract that number from X each time I need to walk
(8:20:08 PM) Ogre: you may have to do a color check
(8:20:13 PM) Ogre: yeah.
(8:20:16 PM) YoHoJo: :/ Ouch
(8:20:36 PM) Ogre: that wouldn't be necessary actually
(8:20:55 PM) Ogre: just like the ladder, then wait until your x tile changes a lot, then get your relative x tile
(8:21:01 PM) Ogre: click the*
(8:21:30 PM) YoHoJo: I don't get it
(8:21:51 PM) YoHoJo: X is always different, so how would I go about doing something like WalkPath( [ Tile(1245, 8547) ])
(8:21:56 PM) YoHoJo: If the X is always different for different people


Basically I just want to be able to walk around the dungeon like anywhere else, but the X tile is always different.

Edit:
Ogre gave me this code to use:
http://pastie.org/1781295

Basically do path once, note the difference in X between each tile, and use IncX to account for differences.

Still would like some explanation about why this might be happening and other possible ways to

Home

2011-04-11 04:15:00

Yep, Jagux messed up all tiles. (What are in caves dungeons, essence place) What i do. I use objects to move in there :)

~Home

Rich

2011-04-11 10:05:35

WalkPath([Tile(X + Y, 8547)])
With Y being the relative difference between your X start position and where you want to go.

Brandon

2011-04-11 10:10:11

From: Home
Yep, Jagux messed up all tiles. (What are in caves dungeons, essence place) What i do. I use objects to move in there :)

~Home


That seems like the best solution as I do this aswell for the stupid trollheim cave.. or u can walk by distance?? The distance is always constant and doesnt change.. Might have a tolerance on it depending on the direction u walk so yeah.. but its a viable solution

Harry

2011-04-11 10:33:09

Woah, when did they begin this?

Capricorn

2011-04-11 11:24:29

From: Harry
Woah, when did they begin this?


Forever, some places in the game have multiple areas. Like pest control having difference islands.

Sir R. M8gic1an

2011-04-11 11:54:10

CurretTile + x,y would allow you to draw a path in there…

Also tile walking is just walking o the x,y axis according to the 'size' of a tile….

do all tiles change equally or just the first one..?

~RM

Rich

2011-04-11 12:48:11

From: Sir R. M8gic1an
CurretTile + x,y would allow you to draw a path in there…

Also tile walking is just walking o the x,y axis according to the 'size' of a tile….

do all tiles change equally or just the first one..?

~RM
Exactly what I was getting at. In answer to your question, I would assume that all change.

Echo_

2011-04-11 13:07:51

The same thing happens with construction, except both x and y change :p

Yago

2011-04-11 19:02:50

Then get the x,y from something that doesnt change. Substract it from the one in your script and then add that difference to the rest of the tiles in your script.

(If Its Possible).

TomTuff

2011-04-11 20:13:40

program new;
{$DEFINE SMART}
{$i SRL\SRL.scar}
{$i Reflection\Reflection.Simba}


function WalkToTileDungeon(EntranceTile, GoalTile: TTile; Rand, FlagD: Integer): Boolean;
var
Position: TTile;
XDif, YDif: Integer;
begin
Position := GetMyPos;
XDif := Position.x - EntranceTile.x;
YDif := Position.y - EntranceTile.y;
Result := WalkToTile(Tile(GoalTile.x + XDif, GoalTile.y + YDif), Rand, FlagD);
end;


begin
end.


should work, no?

Nava2

2011-04-12 00:06:07

I'm not sure what is complicated..

You just create a `relative` path that is ENTIRELY relative to some point that you know you can get and KEEP static for the time you need it.

Then you just modify the procedures/functions you need to use the relative tile scheme.