ToME: the Tales of Maj'Eyal

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PostPosted: Mon Nov 13, 2017 10:40 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10144
Location: Angolwen
BDota, sent a pull request on github to make ascii look (IMO) better :)

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PostPosted: Mon Nov 13, 2017 8:45 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 59
Darkgod, thank :D that does look a lot better. I think I'll merge it next time I have time to work on the module. Could you tell me what AsciiMap.lua does and what the purpose of
Code:
dofile("/mod/class/AsciiMap.lua")
in load.lua is? I'm not familiar enough with Te4 to understand what it's doing :lol: :oops:


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PostPosted: Tue Nov 14, 2017 8:47 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10144
Location: Angolwen
It forces it to load the file and it does it at the very top of load.lua beause it wants to do it before anything else has a chance to require Map.
As for what it does, instead of taking an image (and thus letter) for each entity on the stack for each position, it takes only the higher one.
So a trap will cancel the ground behind it, a npc will cancel the ground & trap, and so on.
To give the classical ASCII view, and to look less messy

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Tue Nov 14, 2017 5:42 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 59
Thanks again Darkgod! Here's a screenshot of the new ASCII mode, along with a NPCs generated from a WIP random NPC generator.
Image


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