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        <title>Asha_LaPoe's site</title>
        <link>http://www.byond.com/members/AshaLaPoe</link>
        <description></description>
        <lastBuildDate>Fri, 10 Feb 2012 22:56:16 +0000</lastBuildDate>
        <language>en-us</language>
    
                <item>
            <title>Help me Reinvent how we use Armor.</title>
            <link>http://www.byond.com/members/AshaLaPoe?command=view_post&amp;post=272203</link>
            <guid>http://www.byond.com/members/AshaLaPoe?command=view_post&amp;post=272203</guid>
            <pubDate>Tue, 29 Apr 2008 03:00:51 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AshaLaPoe?command=view_comments&amp;post=272203#comments</comments>
            
            <description>Currently each piece of armor must have its own .dmi file right?&lt;br&gt;
Helmet.dmi, Chest.dmi, Boots.dmi&lt;br&gt;
&lt;br&gt;
This is so they can have icon_states that act along with the Player Icon.&lt;br&gt;
&quot;Fighting&quot;, &quot;Climbing&quot;, &quot;RidingMount&quot;&lt;br&gt;
&lt;br&gt;
Rather than have a dmi file for each of your 9 types of armor, not including if you make more than one style of each,&lt;br&gt;
What if our player icon never changes its icon_state?&lt;br&gt;
&lt;br&gt;
Freeze my legs before I ride a mount, so only the Horse's legs move.&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
  &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/icon/I = &lt;span class=&quot;dmkeyword&quot;&gt;new&lt;/span&gt;(src.icon,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&amp;quot;&lt;/span&gt;,frame=1) &lt;span class=&quot;dmcomment&quot;&gt;// Frame 1 of icon's animation has it standing still.&lt;/span&gt;&lt;br&gt;  usr.icon = I
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
Keep me facing North when I climb, no mater the direction i go.&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
  &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/icon/I = &lt;span class=&quot;dmkeyword&quot;&gt;new&lt;/span&gt;(usr.icon,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&amp;quot;&lt;/span&gt;,dir = NORTH) &lt;br&gt;  usr.icon = I
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
Step me forward, extending my foot and arm for a moment as I attack.&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
  &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/icon/I = &lt;span class=&quot;dmkeyword&quot;&gt;new&lt;/span&gt;(usr.icon,,frame=2) &lt;span class=&quot;dmcomment&quot;&gt;// frame #2 has my leg and arm stepping out.&lt;/span&gt;&lt;br&gt;  I.Shift(src.dir,2) &lt;span class=&quot;dmcomment&quot;&gt;// Moves me 2 pixels toward my target. &lt;/span&gt;&lt;br&gt;  usr.icon = I
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
This way I never change a player's icon_state.&lt;br&gt;
So Armor icons may now have a single icon_state.&lt;br&gt;
And I can use icon_states to name each of my armor pieces in one dmi.file&lt;br&gt;
(Armor.dmi)&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;b&gt;The Problem:&lt;/b&gt; I can't get Armor overlays to react the same way the player icon does in the 3 examples above.&lt;br&gt;
It works if you use blend() to glue armor to the player icon but you can't remove armor after that.&lt;br&gt;
Any ideas on a solution or a workaround would be appreciated.&lt;br&gt;
Or are we all doomed to have a collection of dmi files a mile long?&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;</description>
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                <item>
            <title>Grids: Has any game used them?</title>
            <link>http://www.byond.com/members/AshaLaPoe?command=view_post&amp;post=272053</link>
            <guid>http://www.byond.com/members/AshaLaPoe?command=view_post&amp;post=272053</guid>
            <pubDate>Fri, 14 Mar 2008 05:53:17 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AshaLaPoe?command=view_comments&amp;post=272053#comments</comments>
            
            <description>Before I spend any more time racking my brain on how to use Grids&lt;br&gt;
to arange items in Inventory and such, I want to know if it is worth it.&lt;br&gt;
&lt;br&gt;
- How does it look?&lt;br&gt;
- Is it more work than it's worth?&lt;br&gt;
- If a player doesn't know how to just scroll down their Inventory list,&lt;br&gt;
do i really want them playing my game anyway?&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Games like WoW and Everquest have sweet looking inventories,&lt;br&gt;
with a character (or icon) in the center and slots for helmet, gloves, and boots.&lt;br&gt;
I want That!&lt;br&gt;
&lt;br&gt;
Should i spend my time on HTML to make this display instead?&lt;br&gt;
What do ya'll think??&lt;br&gt;
&lt;br&gt;
&amp;lt;^&amp;gt; Asha_LaPoe&lt;br&gt;
Obekka Games&lt;br&gt;
&lt;br&gt;</description>
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                <item>
            <title>North is not just a direction anymore</title>
            <link>http://www.byond.com/members/AshaLaPoe?command=view_post&amp;post=271684</link>
            <guid>http://www.byond.com/members/AshaLaPoe?command=view_post&amp;post=271684</guid>
            <pubDate>Thu, 06 Sep 2007 09:16:15 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AshaLaPoe?command=view_comments&amp;post=271684#comments</comments>
            
            <description>I had an idea that worked well in my new game.&lt;br&gt;
&lt;br&gt;
Problem: When a player breaks into a car the car door must change to open (change the icon_state right?). Also nobody can steal from that car again for X minutes (if icon_state == &quot;brokeninto&quot;... usr &amp;lt;&amp;lt; &quot;you can't!&quot; ok?)&lt;br&gt;
&lt;br&gt;
In this way i either needed a new dmi file for Every color of car door; then 1 state for closed, another for opened. OR i needed a new If() statement for each car to connect to the exact iconstate in 1 dmi file.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Solution: Use icon's direction instead of it's state!&lt;br&gt;
Every icon's NORTH is the open car door, South is closed. This way you can have 1 cardoors.dmi filled with icon_states like; bluecar, redcar... and just 1 code changing the door from open to closed no mater what color door!&lt;br&gt;
&lt;br&gt;
With 12 color cars, and 4 positions for each car this brakethrough saved me loads, LOADS of overhead and i wanted to share. :-)&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
 &lt;br&gt;&lt;br&gt;obj/car/Click()&lt;br&gt;   &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(src.safety == &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;safe&amp;quot;&lt;/span&gt;)     &lt;span class=&quot;dmcomment&quot;&gt;// If car's not already stolen&lt;/span&gt;&lt;br&gt;      &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(src &lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; view (1))&lt;br&gt;         &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(A &amp;gt;= 5)            &lt;span class=&quot;dmcomment&quot;&gt;// There is also a chance of failure&lt;/span&gt;&lt;br&gt;            src.safety = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;stolen&amp;quot;&lt;/span&gt;    &lt;span class=&quot;dmcomment&quot;&gt;// now status=stolen&lt;/span&gt;&lt;br&gt;            src.dir = NORTH     &lt;span class=&quot;dmcomment&quot;&gt;// door icon looks open, no mater what the icon_state is. &lt;/span&gt;&lt;br&gt;            usr.cash += (C)     &lt;span class=&quot;dmcomment&quot;&gt;// random cash&lt;/span&gt;&lt;br&gt;            usr &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&amp;lt;FONT COLOR=green&amp;gt;You steal &lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[C]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt; dollars from the car!&amp;quot;&lt;/span&gt;&lt;br&gt;            sleep(200)      &lt;span class=&quot;dmcomment&quot;&gt;// unstealable for this long...&lt;/span&gt;&lt;br&gt;            src.dir = SOUTH     &lt;span class=&quot;dmcomment&quot;&gt;// now door looks closed&lt;/span&gt;&lt;br&gt;            src.safety = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;safe&amp;quot;&lt;/span&gt;     &lt;span class=&quot;dmcomment&quot;&gt;// now status = stealable&lt;/span&gt;&lt;br&gt;&lt;br&gt;  
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
(P.S. I know i could simply make it check if the door is closed, and keep players from stealing from open doors but i left it like this for further alterations)&lt;br&gt;
&lt;br&gt;
P.P.S. it's late as i'm writing this so if anyone doesn't know what i mean feel free to ask. :-)&lt;br&gt;</description>
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                <item>
            <title>Don't Pick up what u Already Have...</title>
            <link>http://www.byond.com/members/AshaLaPoe?command=view_post&amp;post=271646</link>
            <guid>http://www.byond.com/members/AshaLaPoe?command=view_post&amp;post=271646</guid>
            <pubDate>Wed, 22 Aug 2007 08:41:24 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AshaLaPoe?command=view_comments&amp;post=271646#comments</comments>
            
            <description>I've got a code allowing players to pick up any item they are close enough to reach,&lt;br&gt;
&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
obj/items/Click(N)&lt;br&gt;   &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(N &lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; view (1))&lt;br&gt;      loc = usr&lt;br&gt;   &lt;span class=&quot;dmkeyword&quot;&gt;else&lt;/span&gt;&lt;br&gt;      usr &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&amp;lt;B&amp;gt;&amp;lt;FONT COLOR=red&amp;gt;You are too far away.&amp;quot;&lt;/span&gt;&lt;br&gt;   ..()
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
I also made it so the mouse turns into a hand when it's over objects you can pick up.&lt;br&gt;
&lt;br&gt;
Problem is, The hand effect occurs with items in my inventory too, and when i click items there it says, &quot;you are too far away.&quot; I don't want to try and pick up items already in my inventory. (it would be nice to make use of clicking items in my inventory tho,)&lt;br&gt;
&lt;br&gt;
Is there something like...&lt;br&gt;
&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
obj/items/Click(N)&lt;br&gt;   &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(N &lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; view (1))&lt;br&gt;      loc = usr&lt;br&gt;   &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(N &lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; src.contents)&lt;br&gt;      usr &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;u already have that.&amp;quot;&lt;/span&gt;&lt;br&gt;   &lt;span class=&quot;dmkeyword&quot;&gt;else&lt;/span&gt;&lt;br&gt;      usr &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&amp;lt;B&amp;gt;&amp;lt;FONT COLOR=red&amp;gt;You are too far away.&amp;quot;&lt;/span&gt;&lt;br&gt;   ..()
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
If it's in ur inventory...A, if it's not...B. There's no [notin] huh? I see no form of !in or anything. &amp;lt;^&amp;gt;&lt;br&gt;
&lt;br&gt;</description>
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                <item>
            <title>Remote Controled Door(s)?</title>
            <link>http://www.byond.com/members/AshaLaPoe?command=view_post&amp;post=271640</link>
            <guid>http://www.byond.com/members/AshaLaPoe?command=view_post&amp;post=271640</guid>
            <pubDate>Sat, 18 Aug 2007 17:56:16 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AshaLaPoe?command=view_comments&amp;post=271640#comments</comments>
            
            <description>I'd like to create a clickable spot beside a door that opens it.&lt;br&gt;
&lt;br&gt;
Even better, I'd like the switch to control the icon_state of say, 9 turfs nearby? That way i can make a sweet looking giant sliding sci-fi door.&lt;br&gt;
&lt;br&gt;
any ideas on using Click() to select another turf or turfs and altering their icon_states?&lt;br&gt;
&lt;br&gt;
&amp;lt;^&amp;gt; Asha_LaPoe</description>
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