cmorgan Posted December 18, 2010 Share Posted December 18, 2010 In <<this thread>> we were tracing ways of adding in install choices for players. in the meantime, the bigg has come up with some new WeiDU possibilities that allow some interesting ways of "swinging" code into separate branches based on setting/reading variables and matching against their values. Basically, the same kind of thinking that PATCH_IF statements use, but on a larger scale. Never one to do something and let it just sit, let's recast the player choices on install using this new method. He has a bunch of these new commands that might be interesting to heavy coders, but for gadabouts like me, ACTION_MATCH is the simplest to understand and shows basically what he is allowing in various forms by supporting this kind of code behavior. note: Doing this is fun for me, but in this particular case it is hitting a fly with an ICBM. I suspect other code which relies on massive internal checking and patching based on a whole series of variables could be cleaned up using this kind of construction, done better - the code below is very clunky and linear, and does not take advantage of the heaviest potential gains, where separate 'building blocks" could be swapped in based on multiple matches or "guarding conditions" or whatever the big Boyz and Girlz use for terminology. Basically, stuff like IF (A) AND (NOT B) AND © AND (D) AND (NOT E) IF (NOT A) AND (NOT B) AND © AND (D) AND (NOT E) IF (NOT A) AND (B) AND © AND (NOT D) AND (NOT E) etc. etc. can be set up with a series of individual matched blocks of code, and put into play that way rather than creating a whole series of individual 'cases'. The end Result of This As Applied To Aran CODE BEGIN ~Aran Whitehand, "No Choices Wanted" (Fighter)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ OUTER_SET class_choice = 5 LAUNCH_ACTION_MACRO customized_cre_choice ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END BEGIN ~Aran Whitehand, Mage Dual-Class stats configuration (Tinker)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ OUTER_SET class_choice = 1 LAUNCH_ACTION_MACRO customized_cre_choice ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END BEGIN ~Aran Whitehand, Cleric Dual-Class stats configuration (Tailor)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ OUTER_SET class_choice = 2 LAUNCH_ACTION_MACRO customized_cre_choice ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END BEGIN ~Aran Whitehand, Fighter stats configuration (Soldier)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ OUTER_SET class_choice = 3 LAUNCH_ACTION_MACRO customized_cre_choice ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END BEGIN ~Aran Whitehand, Thief Dual-Class stats configuration (Spy)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ OUTER_SET class_choice = 4 LAUNCH_ACTION_MACRO customized_cre_choice ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END For an "allow me to choose" subcomponent, or we let players just skip all the crap: ACTION_READLN and Other Macros as Building Blocks Instead of the code in the previous thread, first we pull everything we can out into discreet blocks and turn them into "get information from the user" macros and "work on the .cre" macros. That allows us to individualize the class choice ones, change the order, and most of all get everything set up, then copy the .cre once and apply all the changes in one swoop. CODE DEFINE_ACTION_MACRO aran_wealth_selection BEGIN OUTER_FOR( aran_wealth = 0; ~%aran_wealth%~ STRING_COMPARE_REGEXP ~^[123]$~; )BEGIN PRINT ~Please choose from the following choices to modify starting armor and weapons available to him: [1] Aran is down-and-out poor and has sold off most of his good equipment. [2] Aran has kept most of his good gear. [3] Aran has kept the best gear available to a successful mercenary. Please select 1, 2, or 3 and press enter.~ ACTION_READLN aran_wealth END END DEFINE_ACTION_MACRO aran_armor_choice BEGIN OUTER_FOR( aran_armor_choice = 0; ~%aran_armor_choice%~ STRING_COMPARE_REGEXP ~^[12345]$~; )BEGIN PRINT ~Please choose from the following starting armor choices for Aran: [1] Leather [2] Studded Leather [3] Chain [4] Splint [5] Plate Please select 1, 2, 3, 4, or 5 and press enter.~ ACTION_READLN aran_armor_choice END END DEFINE_ACTION_MACRO aran_mage_choice BEGIN OUTER_FOR( weapon_choices = 0; ~%weapon_choices%~ STRING_COMPARE_REGEXP ~^[123]$~; )BEGIN // one way of setting up for READLN PRINT ~You are probably going to Dual-Class Aran to Mage. He currently has proficiencies as follows: ** Long Sword ** Quarterstaff ** Dagger Please choose from the following starting weapon choices and press enter: [1] Long Sword, Shield, Dagger [2] Long Sword, Shield, Quarterstaff [3] Long Sword, Shield, Potions of healing~ ACTION_READLN ~weapon_choices~ END END DEFINE_ACTION_MACRO aran_cleric_choice BEGIN OUTER_FOR( weapon_choices = 0; ~%weapon_choices%~ STRING_COMPARE_REGEXP ~^[1234]$~; )BEGIN // one way of setting up for READLN PRINT ~You are probably going to Dual-Class Aran to Cleric. He currently has proficiencies as follows: * Long Sword * Hammer * Mace * Flail ** Sword and Shield Style Please choose from the following starting weapon choices: [1] Long Sword, Shield, Mace [2] Long Sword, Shield, Quarterstaff [3] Long Sword, Shield, Hammer [4] Long Sword, Shield, Flail~ ACTION_READLN ~weapon_choices~ END END DEFINE_ACTION_MACRO aran_fighter_choice BEGIN OUTER_FOR( weapon_choices = 0; ~%weapon_choices%~ STRING_COMPARE_REGEXP ~^[123456]$~; )BEGIN // one way of setting up for READLN PRINT ~You are probably going to leave Aran as a fighter. He currently has proficiencies as follows: ** Long Sword ** Bastard Sword * Long Bow * Sword and Shield Please choose from the following starting weapon choices: [1] Long Sword, Shield, Dagger [2] Long Sword, Shield, Long Bow [3] Long Sword, Shield, Potions of healing [4] Bastard Sword, Shield, Dagger [5] Bastard Sword, Shield, Long Bow [6] Long Sword, Shield, Hammer~ ACTION_READLN ~weapon_choices~ END END DEFINE_ACTION_MACRO aran_thief_choice BEGIN OUTER_FOR( weapon_choices = 0; ~%weapon_choices%~ STRING_COMPARE_REGEXP ~^[12345]$~; )BEGIN // one way of setting up for READLN PRINT ~You are probably going to Dual-Class Aran as a Thief. He currently has proficiencies as follows: ** Long Sword ** Short Sword * Dagger * Crossbow Please choose from the following starting weapon choices: [1] Long Sword, Shield, Dagger [2] Long Sword, Shield, Crossbow [3] Long Sword, Shield, Potions of healing [4] Short Sword, Shield, Dagger [5] Short Sword, Shield, Crossbow~ ACTION_READLN ~weapon_choices~ END END Now, we have user choices defined, and we can apply them in a new macro, customized_cre_choice. Here, we are looking to "swing" the code into different branches based on the class, chosen, because we are working with two unique building blocks. While wealth and armor are the same for each, we need to bring a different base .cre into play, and the proficiency set (and weapons choices) vary by the base .cre chosen. So we need to a. look at what the player chose, b. swing a block of code temporarily down an alternate track based on that c. remind the player what they chose (and list it in the .DEBUG for troubleshooting) d. then bring everything back to order. So, CODE ACTION_MATCH ~var~ WITH 1 BEGIN <<do case 1 >> END 2 BEGIN <<or else do case 2 >> END DEFAULT <<or if neither 11 nor 2, then do case 3/default actions >> END In Aran's implementation (tested and works; horribly clumsy though), instead of talking I commented stuff: CODE /* Installing one of the 5 forced subcomponents does OUTER_SET class_choice = 1 or 2 or 3 or 4 or 5 (5 = no player choices wanted). */ DEFINE_ACTION_MACRO customized_cre_choice BEGIN // define the instruction set to be called in other places ACTION_MATCH ~%class_choice%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 1 // the first check. If %class_choice% = 1, the next stuff will work, else check the next BEGIN /* mage dual-class build */ LAUNCH_ACTION_MACRO aran_wealth_selection LAUNCH_ACTION_MACRO aran_mage_choice LAUNCH_ACTION_MACRO aran_armor_choice ACTION_MATCH ~%aran_wealth%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 3 BEGIN PRINT ~Aran is successful~ END 2 BEGIN PRINT ~Aran is of average wealth~ END DEFAULT PRINT ~Aran is down-and-out poor~ END ACTION_MATCH ~%aran_armor_choice%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 1 BEGIN PRINT ~Leather Armor~ END 2 BEGIN PRINT ~Studded Leather Armor~ END 3 BEGIN PRINT ~Chain Mail~ END 4 BEGIN PRINT ~Splint Mail~ END DEFAULT PRINT ~Plate Armor~ END /* we are using READLN values to set a variable - the mod range of possible combos is 1 to 15 inclusive, so we can't just read it directly */ ACTION_MATCH ~%weapon_choices%~ // check this value WITH // against the following 3 cases, so 1 BEGIN OUTER_SET ~aran_weapon_set~ = 1 // Long Sword, Shield, Dagger PRINT ~Long Sword, Shield, Dagger~ PRINT ~~ END 2 BEGIN OUTER_SET ~aran_weapon_set~ = 2 // Long Sword, Shield, Quarterstaff PRINT ~Long Sword, Shield, Quarterstaff~ PRINT ~~ END 3 BEGIN OUTER_SET ~aran_weapon_set~ = 3 // Long Sword, Shield, Potions of healing PRINT ~Long Sword, Shield, Potions of Healing~ PRINT ~~ END DEFAULT // this should never run, but as an emergency fallback OUTER_SET ~aran_weapon_set~ = 6 // Long Sword, Shield, Long Bow PRINT ~Long Sword, Shield, Long Bow~ PRINT ~~ END COPY ~aranw/cre/c-arnmge.cre~ ~override/c-aran7.cre~ // copy the base .cre into the game, and LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END // of dual-to-mage swing 2 // the second check. If %class_choice% = 2, the next stuff will work, else check the next BEGIN /* cleric dual-class build */ LAUNCH_ACTION_MACRO aran_wealth_selection LAUNCH_ACTION_MACRO aran_cleric_choice LAUNCH_ACTION_MACRO aran_armor_choice ACTION_MATCH ~%aran_wealth%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 3 BEGIN PRINT ~Aran is successful~ END 2 BEGIN PRINT ~Aran is of average wealth~ END DEFAULT PRINT ~Aran is down-and-out poor~ END ACTION_MATCH ~%aran_armor_choice%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 1 BEGIN PRINT ~Leather Armor~ END 2 BEGIN PRINT ~Studded Leather Armor~ END 3 BEGIN PRINT ~Chain Mail~ END 4 BEGIN PRINT ~Splint Mail~ END DEFAULT PRINT ~Plate Armor~ END ACTION_MATCH ~%weapon_choices%~ // check this value WITH // against the following 3 cases, with 4 or anything else defaulting to a '"standard choice" 1 BEGIN OUTER_SET ~aran_weapon_set~ = 4 // Long Sword, Shield, Mace PRINT ~Long Sword, Shield, Mace~ PRINT ~~ END 2 BEGIN OUTER_SET ~aran_weapon_set~ = 2 // Long Sword, Shield, Quarterstaff PRINT ~Long Sword, Shield, Mace~ PRINT ~~ END 3 BEGIN OUTER_SET ~aran_weapon_set~ = 12 // Long Sword, Shield, Hammer PRINT ~Long Sword, Shield, Mace~ PRINT ~~ END DEFAULT // this will run on 4, or as an emergency fallback OUTER_SET ~aran_weapon_set~ = 5 // Long Sword, Shield, Flail PRINT ~Long Sword, Shield, Flail~ PRINT ~~ END COPY ~aranw/media/c-arnclr.cre~ ~override/c-aran7.cre~ // the cleric stat L7 .cre LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END // of dual-to-cleric swing 3 // the third check. If %class_choice% = 3, the next stuff will work, else check the next BEGIN /* fighter single-class build */ LAUNCH_ACTION_MACRO aran_wealth_selection LAUNCH_ACTION_MACRO aran_fighter_choice LAUNCH_ACTION_MACRO aran_armor_choice ACTION_MATCH ~%aran_wealth%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 3 BEGIN PRINT ~Aran is successful~ END 2 BEGIN PRINT ~Aran is of average wealth~ END DEFAULT PRINT ~Aran is down-and-out poor~ END ACTION_MATCH ~%aran_armor_choice%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 1 BEGIN PRINT ~Leather Armor~ END 2 BEGIN PRINT ~Studded Leather Armor~ END 3 BEGIN PRINT ~Chain Mail~ END 4 BEGIN PRINT ~Splint Mail~ END DEFAULT PRINT ~Plate Armor~ END ACTION_MATCH ~%weapon_choices%~ // check this value WITH // against the following 3 cases, with 4 or anything else defaulting to a '"standard choice" 1 BEGIN OUTER_SET ~aran_weapon_set~ = 1 // Long Sword, Shield, Dagger PRINT ~Long Sword, Shield, Dagger~ PRINT ~~ END 2 BEGIN OUTER_SET ~aran_weapon_set~ = 6 // Long Sword, Shield, Long Bow PRINT ~Long Sword, Shield, Long Bow~ PRINT ~~ END 3 BEGIN OUTER_SET ~aran_weapon_set~ = 3 // Long Sword, Shield, Potions of healing PRINT ~Long Sword, Shield, Potions of healing~ PRINT ~~ END 4 BEGIN OUTER_SET ~aran_weapon_set~ = 7 // Bastard Sword, Shield, Dagger PRINT ~Bastard Sword, Shield, Dagger~ PRINT ~~ END 5 BEGIN OUTER_SET ~aran_weapon_set~ = 8 // Bastard Sword, Shield, Long Bow PRINT ~Bastard Sword, Shield, Long Bow~ PRINT ~~ END DEFAULT // this will run on 6, or as an emergency fallback OUTER_SET ~aran_weapon_set~ = 12 // Long Sword, Shield, Hammer PRINT ~Long Sword, Shield, Hammer~ PRINT ~~ END COPY ~aranw/cre/c-arnftr.cre~ ~override/c-aran7.cre~ // the fighter stat L7 .cre LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END // of just-a-fighter swing 4 // the second check. If %class_choice% = 4, the next stuff will work, else check the next BEGIN /* thief dual-class build */ LAUNCH_ACTION_MACRO aran_wealth_selection LAUNCH_ACTION_MACRO aran_thief_choice LAUNCH_ACTION_MACRO aran_armor_choice ACTION_MATCH ~%aran_wealth%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 3 BEGIN PRINT ~Aran is successful~ END 2 BEGIN PRINT ~Aran is of average wealth~ END DEFAULT PRINT ~Aran is down-and-out poor~ END ACTION_MATCH ~%aran_armor_choice%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 1 BEGIN PRINT ~Leather Armor~ END 2 BEGIN PRINT ~Studded Leather Armor~ END 3 BEGIN PRINT ~Chain Mail~ END 4 BEGIN PRINT ~Splint Mail~ END DEFAULT PRINT ~Plate Armor~ END ACTION_MATCH ~%weapon_choices%~ // check this value WITH // against the following 3 cases, with 4 or anything else defaulting to a '"standard choice" 1 BEGIN OUTER_SET ~aran_weapon_set~ = 1 // Long Sword, Shield, Dagger PRINT ~Long Sword, Shield, Dagger~ PRINT ~~ END 2 BEGIN OUTER_SET ~aran_weapon_set~ = 9 // Long Sword, Shield, Crossbow PRINT ~Long Sword, Shield, Crossbow~ PRINT ~~ END 3 BEGIN OUTER_SET ~aran_weapon_set~ = 3 // Long Sword, Shield, Potions of healing PRINT ~Long Sword, Shield, Potions of healing~ PRINT ~~ END 4 BEGIN OUTER_SET ~aran_weapon_set~ = 10 // Short Sword, Shield, Dagger PRINT ~Short Sword, Shield, Dagger~ PRINT ~~ END DEFAULT // this will run on 5, or as an emergency fallback OUTER_SET ~aran_weapon_set~ = 11 // Short Sword, Shield, Crossbow PRINT ~Short Sword, Shield, Crossbow~ PRINT ~~ END COPY ~aranw/cre/c-arnthf.cre~ ~override/c-aran7.cre~ // the thief stat L7 .cre LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END // of dual-to-thief swing DEFAULT // the fall-through check. If %class_choice% was not 1, 2, 3, or 4, the default code will run PRINT ~No class choice was chosen... installing Aran's Default (Fighter, moderate wealth, long sword and bow)~ /* Set up the variables for a default .cre so BWP folks don't have to deal with READLN */ OUTER_SET ~aran_wealth~ = 2 // experienced mercenary with some resources OUTER_SET ~aran_weapon_set~ = 6 // Long Sword, Shield, Long Bow OUTER_SET ~aran_armor_choice~ = 4 // splint COPY ~aranw/cre/c-arnftr.cre~ ~override/c-aran7.cre~ // the fighter stat L7 .cre LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END // of default swing END // of define action macro This usage is interesting to me in that it shows how you can nest both macros and ACTION_MATCH WITH . It is a criminal waste of space to use this for just PRINT materials the way I have; the better usage would be to fully convert the various PATCH_IF statements and that whole pyramid of materials found in aran_cre_setup into a better/tighter logic chain, so that i could do away with SUBCOMPONENT entirely. Using this idea, the whole thing could be built into one component, and we could ask "Default, or choice?" and then if a person chose choice, they could run everything through a single run of code that asked and adjusted for responses. To do this, instead of using LAUNCH_PATCH_MACRO ~aran_cre_setup~ the currently unchanged contents of aran_cre_setup's PATCH_IF statements would be integrated into the above. Link to comment
cmorgan Posted January 10, 2011 Author Share Posted January 10, 2011 OK, another pass at this, cleaning stuff up. First, a "report the status of vars" feedback for the .DEBUG: DEFINE_ACTION_MACRO ~aran_report_status~ BEGIN ACTION_MATCH ~%aran_wealth%~ WITH 1 BEGIN PRINT ~Aran is down-and-out poor,~ END 2 BEGIN PRINT ~Aran is of average wealth,~ END 3 BEGIN PRINT ~Aran is successful,~ END DEFAULT PRINT ~Something has gone wrong~ END ACTION_MATCH ~%aran_armor_choice%~ WITH 1 BEGIN PRINT ~has Leather Armor,~ END 2 BEGIN PRINT ~has Studded Leather Armor,~ END 3 BEGIN PRINT ~has Chain Mail,~ END 4 BEGIN PRINT ~has Splint Mail,~ END 5 BEGIN PRINT ~has Plate Armor,~ END DEFAULT PRINT ~Something has gone wrong~ PRINT ~~ END ACTION_MATCH ~%aran_weapon_set%~ WITH 1 BEGIN PRINT ~carrying Long Sword, Shield, Dagger~ PRINT ~~ END 2 BEGIN PRINT ~carrying Long Sword, Shield, Quarterstaff~ PRINT ~~ END 3 BEGIN PRINT ~carrying Long Sword, Shield, Potions of Healing~ PRINT ~~ END 4 BEGIN PRINT ~carrying Long Sword, Shield, Mace~ PRINT ~~ END 5 BEGIN PRINT ~carrying Long Sword, Shield, Flail~ PRINT ~~ END 6 BEGIN PRINT ~carrying Long Sword, Shield, Long Bow~ PRINT ~~ END 7 BEGIN PRINT ~carrying Bastard Sword, Shield, Dagger~ PRINT ~~ END 8 BEGIN PRINT ~carrying Bastard Sword, Shield, Long Bow~ PRINT ~~ END 9 BEGIN PRINT ~carrying Long Sword, Shield, Crossbow~ PRINT ~~ END 10 BEGIN PRINT ~carrying Short Sword, Shield, Dagger~ PRINT ~~ END 11 BEGIN PRINT ~carrying Short Sword, Shield, Crossbow~ PRINT ~~ END 12 BEGIN PRINT ~carrying Long Sword, Shield, Hammer~ PRINT ~~ END DEFAULT PRINT ~Something has gone wrong~ PRINT ~~ END END // of macro definition Link to comment
cmorgan Posted January 10, 2011 Author Share Posted January 10, 2011 Second, a new all-in-one-pass ACTION_MATCH-using macro that will handle wealth, weapon, and armor, or set the defaults, then report the choices, then patch in the creature (with fail messages if something goes wrong): /* Installing one of the 5 forced subcomponents does OUTER_SET class_choice = 1 or 2 or 3 or 4 or 5 (5 = no player choices wanted). */ DEFINE_ACTION_MACRO customized_cre_choice BEGIN // define the instruction set to be called in other places ACTION_MATCH ~%class_choice%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 1 // the first check. If %class_choice% = 1, the next stuff will work, else check the next BEGIN /* mage dual-class build */ OUTER_FOR( aran_wealth = 0; ~%aran_wealth%~ STRING_COMPARE_REGEXP ~^[123]$~; )BEGIN PRINT ~Please choose from the following choices to modify starting armor and weapons available to him: [1] Aran is down-and-out poor and has sold off most of his good equipment. [2] Aran has kept most of his good gear. [3] Aran has kept the best gear available to a successful mercenary. Please type 1, 2, or 3 and press enter.~ ACTION_READLN aran_wealth END OUTER_FOR( weapon_choices = 0; ~%weapon_choices%~ STRING_COMPARE_REGEXP ~^[123]$~; )BEGIN // one way of setting up for READLN PRINT ~You are probably going to Dual-Class Aran to Mage. He currently has proficiencies as follows: ** Long Sword ** Quarterstaff ** Dagger Please choose from the following starting weapon choices: [1] Long Sword, Shield, Dagger [2] Long Sword, Shield, Quarterstaff [3] Long Sword, Shield, Potions of healing Please type 1, 2, or 3, and press enter~ ACTION_READLN weapon_choices END /* we are using READLN values to set a variable - the mod range of possible combos is 1 to 15 inclusive, so we can't just read it directly */ ACTION_MATCH ~%weapon_choices%~ // check this value WITH // against the following 3 cases, so 1 BEGIN OUTER_SET ~aran_weapon_set~ = 1 // Long Sword, Shield, Dagger END 2 BEGIN OUTER_SET ~aran_weapon_set~ = 2 // Long Sword, Shield, Quarterstaff END 3 BEGIN OUTER_SET ~aran_weapon_set~ = 3 // Long Sword, Shield, Potions of healing END DEFAULT // this should never run, but as an emergency fallback OUTER_SET ~aran_weapon_set~ = 6 // Long Sword, Shield, Long Bow END // of default OUTER_FOR( aran_armor_choice = 0; ~%aran_armor_choice%~ STRING_COMPARE_REGEXP ~^[12345]$~; )BEGIN PRINT ~Please choose from the following starting armor choices for Aran: [1] Leather [2] Studded Leather [3] Chain [4] Splint [5] Plate Please type 1, 2, 3, 4, or 5 and press enter.~ ACTION_READLN aran_armor_choice END // of O_F LAUNCH_ACTION_MACRO ~aran_report_status~ COPY ~aranw/cre/c-arnmge.cre~ ~override/c-aran7.cre~ // copy the base .cre into the game, and PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // if the .cre is valid, then LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END ELSE FAIL ~For some reason, %dest_res% is not valid. Please check your install.~ END END // of dual-to-mage swing 2 // the second check. If %class_choice% = 2, the next stuff will work, else check the next BEGIN /* cleric dual-class build */ OUTER_FOR( aran_wealth = 0; ~%aran_wealth%~ STRING_COMPARE_REGEXP ~^[123]$~; )BEGIN PRINT ~Please choose from the following choices to modify starting armor and weapons available to him: [1] Aran is down-and-out poor and has sold off most of his good equipment. [2] Aran has kept most of his good gear. [3] Aran has kept the best gear available to a successful mercenary. Please type 1, 2, or 3 and press enter.~ ACTION_READLN aran_wealth END OUTER_FOR( weapon_choices = 0; ~%weapon_choices%~ STRING_COMPARE_REGEXP ~^[1234]$~; )BEGIN // one way of setting up for READLN PRINT ~You are probably going to Dual-Class Aran to Cleric. He currently has proficiencies as follows: * Long Sword * Hammer * Mace * Flail ** Sword and Shield Style Please choose from the following starting weapon choices: [1] Long Sword, Shield, Mace [2] Long Sword, Shield, Quarterstaff [3] Long Sword, Shield, Hammer [4] Long Sword, Shield, Flail Please type 1, 2, or 3 and press enter.~ ACTION_READLN ~weapon_choices~ END ACTION_MATCH ~%weapon_choices%~ // check this value WITH // against the following 3 cases, with 4 or anything else defaulting to a '"standard choice" 1 BEGIN OUTER_SET ~aran_weapon_set~ = 4 // Long Sword, Shield, Mace END 2 BEGIN OUTER_SET ~aran_weapon_set~ = 2 // Long Sword, Shield, Quarterstaff END 3 BEGIN OUTER_SET ~aran_weapon_set~ = 12 // Long Sword, Shield, Hammer END DEFAULT // this will run on 4, or as an emergency fallback OUTER_SET ~aran_weapon_set~ = 5 // Long Sword, Shield, Flail END OUTER_FOR( aran_armor_choice = 0; ~%aran_armor_choice%~ STRING_COMPARE_REGEXP ~^[12345]$~; )BEGIN PRINT ~Please choose from the following starting armor choices for Aran: [1] Leather [2] Studded Leather [3] Chain [4] Splint [5] Plate Please type 1, 2, 3, 4, or 5 and press enter.~ ACTION_READLN aran_armor_choice END // of O_F LAUNCH_ACTION_MACRO ~aran_report_status~ COPY ~aranw/cre/c-arnmge.cre~ ~override/c-aran7.cre~ // copy the base .cre into the game, and PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // if the .cre is valid, then LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END ELSE FAIL ~For some reason, %dest_res% is not valid. Please check your install.~ END END // of dual-to-cleric swing 3 // the third check. If %class_choice% = 3, the next stuff will work, else check the next BEGIN /* fighter single-class build */ OUTER_FOR( aran_wealth = 0; ~%aran_wealth%~ STRING_COMPARE_REGEXP ~^[123]$~; )BEGIN PRINT ~Please choose from the following choices to modify starting armor and weapons available to him: [1] Aran is down-and-out poor and has sold off most of his good equipment. [2] Aran has kept most of his good gear. [3] Aran has kept the best gear available to a successful mercenary. Please select 1, 2, or 3 and press enter.~ ACTION_READLN aran_wealth END OUTER_FOR( weapon_choices = 0; ~%weapon_choices%~ STRING_COMPARE_REGEXP ~^[123456]$~; )BEGIN PRINT ~You are probably going to leave Aran as a fighter. He currently has proficiencies as follows: ** Long Sword ** Bastard Sword * Long Bow * Sword and Shield Please choose from the following starting weapon choices: [1] Long Sword, Shield, Dagger [2] Long Sword, Shield, Long Bow [3] Long Sword, Shield, Potions of healing [4] Bastard Sword, Shield, Dagger [5] Bastard Sword, Shield, Long Bow [6] Long Sword, Shield, Hammer Please type 1, 2, 3, 4, 5, or 6 and press enter.~ ACTION_READLN ~weapon_choices~ END ACTION_MATCH ~%weapon_choices%~ // check this value WITH // against the following 3 cases, with 4 or anything else defaulting to a '"standard choice" 1 BEGIN OUTER_SET ~aran_weapon_set~ = 1 // Long Sword, Shield, Dagger END 2 BEGIN OUTER_SET ~aran_weapon_set~ = 6 // Long Sword, Shield, Long Bow END 3 BEGIN OUTER_SET ~aran_weapon_set~ = 3 // Long Sword, Shield, Potions of healing END 4 BEGIN OUTER_SET ~aran_weapon_set~ = 7 // Bastard Sword, Shield, Dagger END 5 BEGIN OUTER_SET ~aran_weapon_set~ = 8 // Bastard Sword, Shield, Long Bow END DEFAULT // this will run on 6, or as an emergency fallback OUTER_SET ~aran_weapon_set~ = 12 // Long Sword, Shield, Hammer END // of default OUTER_FOR( aran_armor_choice = 0; ~%aran_armor_choice%~ STRING_COMPARE_REGEXP ~^[12345]$~; )BEGIN PRINT ~Please choose from the following starting armor choices for Aran: [1] Leather [2] Studded Leather [3] Chain [4] Splint [5] Plate Please select 1, 2, 3, 4, or 5 and press enter.~ ACTION_READLN aran_armor_choice END // of O_F LAUNCH_ACTION_MACRO ~aran_report_status~ COPY ~aranw/cre/c-arnftr.cre~ ~override/c-aran7.cre~ // copy the base .cre into the game, and PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // if the .cre is valid, then LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END ELSE FAIL ~For some reason, %dest_res% is not valid. Please check your install.~ END END // of just-a-fighter swing 4 // the second check. If %class_choice% = 4, the next stuff will work, else check the next BEGIN /* thief dual-class build */ OUTER_FOR( aran_wealth = 0; ~%aran_wealth%~ STRING_COMPARE_REGEXP ~^[123]$~; )BEGIN PRINT ~Please choose from the following choices to modify starting armor and weapons available to him: [1] Aran is down-and-out poor and has sold off most of his good equipment. [2] Aran has kept most of his good gear. [3] Aran has kept the best gear available to a successful mercenary. Please type 1, 2, or 3 and press enter.~ ACTION_READLN aran_wealth END OUTER_FOR( weapon_choices = 0; ~%weapon_choices%~ STRING_COMPARE_REGEXP ~^[12345]$~; )BEGIN PRINT ~You are probably going to Dual-Class Aran as a Thief. He currently has proficiencies as follows: ** Long Sword ** Short Sword * Dagger * Crossbow Please choose from the following starting weapon choices: [1] Long Sword, Shield, Dagger [2] Long Sword, Shield, Crossbow [3] Long Sword, Shield, Potions of healing [4] Short Sword, Shield, Dagger [5] Short Sword, Shield, Crossbow Please select 1, 2, 3, 4, or 5 and press enter.~ ACTION_READLN ~weapon_choices~ END ACTION_MATCH ~%weapon_choices%~ // check this value WITH // against the following 3 cases, with 4 or anything else defaulting to a '"standard choice" 1 BEGIN OUTER_SET ~aran_weapon_set~ = 1 // Long Sword, Shield, Dagger END 2 BEGIN OUTER_SET ~aran_weapon_set~ = 9 // Long Sword, Shield, Crossbow END 3 BEGIN OUTER_SET ~aran_weapon_set~ = 3 // Long Sword, Shield, Potions of healing END 4 BEGIN OUTER_SET ~aran_weapon_set~ = 10 // Short Sword, Shield, Dagger END DEFAULT // this will run on 5, or as an emergency fallback OUTER_SET ~aran_weapon_set~ = 11 // Short Sword, Shield, Crossbow END // of default OUTER_FOR( aran_armor_choice = 0; ~%aran_armor_choice%~ STRING_COMPARE_REGEXP ~^[12345]$~; )BEGIN PRINT ~Please choose from the following starting armor choices for Aran: [1] Leather [2] Studded Leather [3] Chain [4] Splint [5] Plate Please select 1, 2, 3, 4, or 5 and press enter.~ ACTION_READLN aran_armor_choice END // of O_F LAUNCH_ACTION_MACRO ~aran_report_status~ COPY ~aranw/cre/c-arnthf.cre~ ~override/c-aran7.cre~ // copy the base .cre into the game, and PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // if the .cre is valid, then LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END ELSE FAIL ~For some reason, %dest_res% is not valid. Please check your install.~ END END // of dual-to-thief swing DEFAULT // the fall-through check. If %class_choice% was not 1, 2, 3, or 4, the default code will run PRINT ~Installing Aran's default settings (Soldier).~ /* Set up the variables for a default .cre so BWP folks don't have to deal with READLN */ OUTER_SET ~aran_wealth~ = 2 // experienced mercenary with some resources OUTER_SET ~aran_weapon_set~ = 6 // Long Sword, Shield, Long Bow OUTER_SET ~aran_armor_choice~ = 4 // splint LAUNCH_ACTION_MACRO ~aran_report_status~ COPY ~aranw/cre/c-arnftr.cre~ ~override/c-aran7.cre~ // copy the base .cre into the game, and PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // if the .cre is valid, then LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END ELSE FAIL ~For some reason, %dest_res% is not valid. Please check your install.~ END END // of default swing END // of define action macro Link to comment
cmorgan Posted January 10, 2011 Author Share Posted January 10, 2011 ... which leaves us with the following .tp2 entries to handle the install of creatures: BEGIN ~Aran Whitehand, default configuration (Soldier)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ /* register choice */ OUTER_SET class_choice = 5 /* Ask for choices and patch the .cre */ LAUNCH_ACTION_MACRO ~customized_cre_choice~ /* create the ToB version if ToB is installed */ ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END ELSE PRINT ~You do not appear to have ToB installed - skipping c-aran13.cre creation~ END BEGIN ~Aran Whitehand, Mage Dual-Class stats configuration (Tinker)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ /* register choice */ OUTER_SET class_choice = 1 /* Ask for choices and patch the .cre */ LAUNCH_ACTION_MACRO ~customized_cre_choice~ /* create the ToB version if ToB is installed */ ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END ELSE PRINT ~You do not appear to have ToB installed - skipping c-aran13.cre creation~ END BEGIN ~Aran Whitehand, Cleric Dual-Class stats configuration (Tailor)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ /* register choice */ OUTER_SET class_choice = 2 /* Ask for choices and patch the .cre */ LAUNCH_ACTION_MACRO ~customized_cre_choice~ /* create the ToB version if ToB is installed */ ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END ELSE PRINT ~You do not appear to have ToB installed - skipping c-aran13.cre creation~ END BEGIN ~Aran Whitehand, Fighter stats configuration (Soldier)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ /* register choice */ OUTER_SET class_choice = 3 /* Ask for choices and patch the .cre */ LAUNCH_ACTION_MACRO ~customized_cre_choice~ /* create the ToB version if ToB is installed */ ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END ELSE PRINT ~You do not appear to have ToB installed - skipping c-aran13.cre creation~ END BEGIN ~Aran Whitehand, Thief Dual-Class stats configuration (Spy)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ /* register choice */ OUTER_SET class_choice = 4 /* Ask for choices and patch the .cre */ LAUNCH_ACTION_MACRO ~customized_cre_choice~ /* create the ToB version if ToB is installed */ ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END ELSE PRINT ~You do not appear to have ToB installed - skipping c-aran13.cre creation~ END Link to comment
cmorgan Posted January 10, 2011 Author Share Posted January 10, 2011 Man, i need to figure out why jedit stuff sometimes posts within code tags with nice, viewable indentations, and other times seems to think the indentation space is way, way bigger - damn that copy/paste from different temporary working files! Link to comment
erik Posted January 10, 2011 Share Posted January 10, 2011 Man, i need to figure out why jedit stuff sometimes posts within code tags with nice, viewable indentations, and other times seems to think the indentation space is way, way bigger - damn that copy/paste from different temporary working files! The common spaces-vs-tabs? Link to comment
cmorgan Posted January 10, 2011 Author Share Posted January 10, 2011 I bet you are right. I need to remember to reset the buffer options to tabs=spaces, and spaces=2. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.