'OHRRPGCE GAME - Additional mostly battle-related routines '(C) Copyright 1997-2005 James Paige and Hamster Republic Productions 'Please read LICENSE.txt for GPL License details and disclaimer of liability 'See README.txt for code docs and apologies for crappyness of this code ;) ' '$DYNAMIC DEFINT A-Z 'basic subs and functions DECLARE SUB exitprogram (needfade%) DECLARE SUB quitcleanup () DECLARE FUNCTION focuscost% (cost%, focus%) DECLARE FUNCTION safesubtract% (number%, minus%) DECLARE FUNCTION safemultiply% (number%, by!) DECLARE FUNCTION rpad$ (s$, pad$, size%) DECLARE FUNCTION atkallowed% (atkid%, attacker%, spclass%, lmplev%, stat%(), atkbuf%()) DECLARE FUNCTION trytheft% (who%, targ%, atk%(), es%()) DECLARE FUNCTION readitemname$ (itemnum%) DECLARE SUB setbatcap (cap$, captime%, capdelay%) DECLARE FUNCTION checktheftchance% (item%, itemP%, rareitem%, rareitemP%) DECLARE FUNCTION gethighbyte% (n%) DECLARE FUNCTION readbadbinstring$ (array%(), offset%, maxlen%, skipword%) DECLARE FUNCTION readbinstring$ (array%(), offset%, maxlen%) DECLARE SUB wrappedsong (songnumber%) DECLARE SUB flusharray (array%(), size%, value%) DECLARE FUNCTION getbinsize% (id%) DECLARE SUB readattackdata (array%(), index%) DECLARE FUNCTION readglobalstring$ (index%, default$, maxlen%) DECLARE SUB getpal16 (array%(), aoffset%, foffset%) DECLARE SUB smartarrowmask (inrange%(), pt%, d%, axis%(), tmask%()) DECLARE SUB debug (s$) DECLARE FUNCTION targetmaskcount% (tmask%()) DECLARE FUNCTION randomally% (who%) DECLARE FUNCTION randomfoe% (who%) DECLARE FUNCTION targetable% (attacker%, target%, ebits%()) DECLARE FUNCTION visibleandalive% (o%, stat%(), v%()) DECLARE FUNCTION liveherocount% (stat%()) DECLARE FUNCTION countai% (ai%, them%, es%()) DECLARE FUNCTION enemycount% (v%(), stat%()) DECLARE SUB calibrate () DECLARE SUB control () DECLARE SUB equip (pt%, stat%()) DECLARE FUNCTION items% (stat%()) DECLARE SUB getitem (getit%, num%) DECLARE SUB oobcure (w%, t%, atk%, spred%, stat%()) DECLARE SUB spells (pt%, stat%()) DECLARE SUB status (pt%, stat%()) DECLARE SUB getnames (stat$()) DECLARE SUB centerfuz (x%, y%, w%, h%, c%, p%) DECLARE SUB centerbox (x%, y%, w%, h%, c%, p%) DECLARE SUB resetlmp (slot%, lev%) DECLARE SUB loadfoe (i%, formdata%(), es%(), x%(), y%(), p%(), v%(), w%(), h%(), ext$(), bits%(), stat%(), ebits%(), batname$()) DECLARE FUNCTION inflict (w%, t%, stat%(), x%(), y%(), wid%(), hei%(), harm$(), hc%(), hx%(), hy%(), atk%(), tcount%, die%(), bits%(), revenge%(), revengemask%(), targmem%(), revengeharm%(), repeatharm%()) DECLARE FUNCTION battle (form%, fatal%, exstat%()) DECLARE SUB addhero (who%, slot%, stat%()) DECLARE SUB edgeprint (s$, x%, y%, c%, p%) DECLARE FUNCTION atlevel% (now%, a0%, a99%) DECLARE FUNCTION range% (n%, r%) DECLARE FUNCTION rangel% (n&, r%) DECLARE FUNCTION small% (n1%, n2%) DECLARE FUNCTION large% (n1%, n2%) DECLARE FUNCTION loopvar% (var%, min%, max%, inc%) DECLARE FUNCTION xstring% (s$, x%) DECLARE SUB snapshot () DECLARE FUNCTION bound% (n%, lowest%, highest%) '$INCLUDE: 'compat.bi' '$INCLUDE: 'allmodex.bi' '$INCLUDE: 'gglobals.bi' '$INCLUDE: 'const.bi' REM $STATIC SUB advance (who, atk(), x(), y(), w(), h(), t()) IF atk(14) < 2 OR (atk(14) > 2 AND atk(14) < 5) THEN pushw 14: pushw who pushw 2: pushw who: pushw -5: pushw 0: pushw 4: pushw 0 pushw 9 END IF IF atk(14) = 2 THEN yt = (h(t(who, 0)) - h(who)) + 2 pushw 8: pushw who: pushw x(t(who, 0)) + w(t(who, 0)): pushw y(t(who, 0)) + yt: pushw 6: pushw 6 pushw 9 END IF IF atk(14) = 8 THEN pushw 3: pushw who: pushw x(t(who, 0)) + w(t(who, 0)): pushw y(t(who, 0)) + (h(t(who, 0)) - (h(who))): pushw 0 END IF END SUB FUNCTION atkallowed (atkid, attacker, spclass, lmplev, stat(), atkbuf()) '--atkid = attack ID number '--attacker = hero or enemy who is attacking '--spclass = 0 for normal attacks, 1 for level-MP spells '--lmplev = which level-MP level to use IF atkid < 0 THEN '--fail if not a valid attack id atkallowed = 0 EXIT FUNCTION END IF '--load attack data readattackdata atkbuf(), atkid '--check for mutedness IF readbit(atkbuf(),65,0) = 1 AND stat(attacker, 0, 15) < stat(attacker, 1, 15) THEN atkallowed = 0 EXIT FUNCTION END IF '--check for sufficient mp IF stat(attacker, 0, 1) - focuscost(atkbuf(8), stat(attacker, 0, 10)) < 0 THEN atkallowed = 0 EXIT FUNCTION END IF '--check for level-MP IF spclass = 1 THEN IF lmp(attacker, lmplev) - 1 < 0 THEN atkallowed = 0 EXIT FUNCTION END IF END IF '--succeed atkallowed = -1 END FUNCTION FUNCTION checktheftchance (item, itemP, rareitem, rareitemP) IF RND * 100 < itemP THEN '--success! getitem item + 1, 1 checktheftchance = item + 1 ELSE IF RND * 100 < rareitemP THEN '--rare success! getitem rareitem + 1, 1 checktheftchance = rareitem + 1 ELSE checktheftchance = 0 END IF END IF END FUNCTION SUB control ' CARRAY() ' 0=up 1=down 2=left 3=right ' 4=use ' 5=menu ' 6=run ' 7= ' 8= ' CSETUP() ' 0=up 1=down 2=left 3=right 13=oldmouse X ' 4=useA 14=oldmouse Y ' 5=useB 15=showmouse ' 6=useC ' 7=menuA MOUSEMODE ' 8=menuB 0=map ' 9=runA 1=click only ' 10=runB ' 11=calibrate ' 12= STATIC joyuse, joymenu 'Quick abort IF keyval(73) > 0 AND keyval(81) > 0 THEN IF keyval(1) > 1 THEN exitprogram 0 END IF 'alt-enter toggle windowed if keyval(&h38) > 0 and keyval(&h1c) > 0 then togglewindowed end if FOR i = 0 TO 7: carray(i) = 0: NEXT i IF keyval(88) > 1 THEN snapshot IF keyval(69) = 0 THEN ' no controls while PAUSE is pressed, because of its scancode wierdness GOSUB keyboard GOSUB joystick END IF EXIT SUB keyboard: FOR i = 0 TO 3 carray(i) = keyval(csetup(i)): carray(15) = carray(15) - 1 NEXT i carray(4) = large(large(keyval(csetup(4)), keyval(csetup(5))), keyval(csetup(6))): carray(15) = carray(15) - 1 carray(5) = large(keyval(csetup(7)), keyval(csetup(8))): carray(15) = carray(15) - 1 carray(6) = large(keyval(csetup(9)), keyval(csetup(10))): carray(15) = carray(15) - 1 '--gen(60) is the calibration disabler flag IF gen(60) = 0 AND keyval(29) > 0 AND keyval(csetup(11)) > 1 THEN calibrate FOR i = 0 TO 1 gotj(i) = readjoy(joy(), i) NEXT i END IF carray(8) = keyval(csetup(12)): carray(15) = carray(15) - 1 RETURN joystick: FOR i = 0 TO 1 IF gotj(i) THEN gotj(i) = readjoy(joy(), i): EXIT FOR NEXT i IF gotj(i) = 0 THEN RETURN 'edgeprint STR$(i) + STR$(gotj(i)) + STR$(joy(0)) + STR$(joy(1)) + STR$(joy(2)) + STR$(joy(3)) + STR$(carray(4)) + STR$(carray(5)), 0, 170, 14, 0 'edgeprint STR$(i) + STR$(gotj(i)) + STR$(joy(0)) + STR$(joy(1)) + STR$(joy(2)) + STR$(joy(3)) + STR$(carray(4)) + STR$(carray(5)), 0, 170, 14, 1 IF joy(1) < joy(9) THEN carray(0) = 3 IF carray(10) = 3 THEN carray(0) = 2 IF carray(10) = 2 THEN carray(0) = 1 IF carray(10) = 1 THEN carray(0) = 2 END IF IF joy(1) > joy(10) THEN carray(1) = 3 IF carray(11) = 3 THEN carray(1) = 1 IF carray(11) = 2 THEN carray(1) = 1 IF carray(11) = 1 THEN carray(1) = 2 END IF IF joy(0) < joy(11) THEN carray(2) = 3 IF carray(12) = 3 THEN carray(2) = 1 IF carray(12) = 2 THEN carray(2) = 1 IF carray(12) = 1 THEN carray(2) = 2 END IF IF joy(0) > joy(12) THEN carray(3) = 3 IF carray(13) = 3 THEN carray(3) = 1 IF carray(13) = 2 THEN carray(3) = 1 IF carray(13) = 1 THEN carray(3) = 2 END IF '--Joystick buttons! 'edgeprint STR$(joyuse) + STR$(joymenu) + STR$(joy(13)) + STR$(joy(14)), 0, 190, 15, 0 'edgeprint STR$(joyuse) + STR$(joymenu) + STR$(joy(13)) + STR$(joy(14)), 0, 190, 15, 1 SELECT CASE joyuse CASE 0 'IF joy(joy(13)) = 0 THEN joyuse = 1 IF joy(joy(13)) = 0 THEN joyuse = 2 CASE 1 IF joy(joy(13)) <> 0 THEN joyuse = 2 CASE 2 carray(4) = 2 joyuse = 3 CASE 3 carray(4) = 1 joyuse = 0 END SELECT SELECT CASE joymenu CASE 0 IF joy(joy(14)) = 0 THEN joymenu = 1 CASE 1 carray(6) = 2 IF joy(joy(14)) <> 0 THEN joymenu = 2 CASE 2 carray(5) = 2 joymenu = 3 CASE 3 carray(5) = 1 joymenu = 0 END SELECT FOR i = 0 TO 3 carray(10 + i) = carray(i) NEXT i RETURN END SUB FUNCTION countai (ai, them, es()) o = 0 FOR i = 0 TO 4 IF es(them - 4, 92 + (ai * 5) + i) > 0 THEN o = o + 1 NEXT i countai = o END FUNCTION SUB eaifocus (j, atkdat(), t(), stat(), v(), ebits(), revenge(), revengemask(), targmem()) 'flush the targeting space for this attacker FOR ii = 0 TO 11 t(j, ii) = -1 NEXT ii 'cancel if no heros are alive IF liveherocount(stat()) = 0 THEN EXIT SUB 'fail if no targetable enemies are present 'ii = 0 'FOR o = 4 TO 11 ' IF j < 4 THEN ' IF stat(o, 0, 0) > 0 AND readbit(ebits(), (o - 4) * 5, 61) = 0 THEN ii = 1 ' END IF ' IF j >= 4 THEN ' IF stat(o, 0, 0) > 0 AND readbit(ebits(), (o - 4) * 5, 60) = 0 THEN ii = 1 ' END IF 'NEXT o 'IF ii = 0 THEN exit sub targetptr = 0 'target random foe IF atkdat(3) = 0 THEN ol = 0 DO 'random targ in opposite class o = randomfoe(j) t(j, targetptr) = o ol = ol + 1 'if its alive and visable and targetable, target it! IF visibleandalive(o, stat(), v()) AND targetable(j, o, ebits()) THEN EXIT DO LOOP UNTIL ol > 99 'safety cutoff END IF 'target ally, ally-including dead, ally-not-self IF atkdat(3) = 1 OR atkdat(3) = 4 OR atkdat(3) = 5 THEN ol = 0 DO 'pick random targ from own class o = randomally(j) 'if ally-not-self IF atkdat(3) = 5 THEN WHILE j = o o = randomally(j) WEND END IF t(j, targetptr) = o ol = ol + 1 'if alive and targetable, target it! IF visibleandalive(o, stat(), v()) AND targetable(j, o, ebits()) THEN EXIT DO LOOP UNTIL ol > 99 'safety cutoff END IF 'self IF atkdat(3) = 2 AND targetable(j, j, ebits()) THEN t(j, targetptr) = j 'all IF atkdat(3) = 3 THEN ol = 0 DO 'random anybody o = INT(RND * 12) t(j, targetptr) = o ol = ol + 1 IF visibleandalive(o, stat(), v()) AND targetable(j, o, ebits()) THEN EXIT DO LOOP UNTIL ol > 99 'safety cutoff END IF 'revenge one IF atkdat(3) = 6 AND revenge(j) >= 0 THEN IF visibleandalive(revenge(j), stat(), v()) AND targetable(j, revenge(j), ebits()) THEN t(j, targetptr) = revenge(j) END IF END IF 'revenge all IF atkdat(3) = 7 AND revengemask(j) THEN ol = 0 DO 'random anybody o = INT(RND * 12) IF readbit(revengemask(), j, o) THEN t(j, targetptr) = o IF visibleandalive(o, stat(), v()) AND targetable(j, o, ebits()) THEN EXIT DO END IF ol = ol + 1 LOOP UNTIL ol > 99 'safety cutoff END IF 'previous targs IF atkdat(3) = 8 AND targmem(j) THEN ol = 0 DO 'random anybody o = INT(RND * 12) IF readbit(targmem(), j, o) THEN t(j, targetptr) = o IF visibleandalive(o, stat(), v()) AND targetable(j, o, ebits()) THEN EXIT DO END IF ol = ol + 1 LOOP UNTIL ol > 99 'safety cutoff END IF 'stored targs IF atkdat(3) = 9 AND targmem(j + 12) THEN ol = 0 DO 'random targ in opposite class o = randomfoe(j) IF readbit(targmem(), j + 12, o) THEN t(j, targetptr) = o IF visibleandalive(o, stat(), v()) AND targetable(j, o, ebits()) THEN EXIT DO END IF ol = ol + 1 LOOP UNTIL ol > 99 'safety cutoff END IF END SUB SUB eaispread (j, atkdat(), t(), stat(), v(), ebits(), revenge(), revengemask(), targmem()) 'clear attacker's temporary target area FOR ii = 0 TO 11 t(j, ii) = -1 NEXT ii 'fail if no heros are present IF liveherocount(stat()) = 0 THEN EXIT SUB 'fail if no targetable foes are present 'ii = 0 'FOR o = 4 TO 11 ' IF j < 4 THEN ' IF stat(o, 0, 0) > 0 AND readbit(ebits(), (o - 4) * 5, 61) = 0 THEN ii = 1 ' END IF ' IF j >= 4 THEN ' IF stat(o, 0, 0) > 0 AND readbit(ebits(), (o - 4) * 5, 60) = 0 THEN ii = 1 ' END IF 'NEXT o 'IF ii = 0 THEN exit sub targetptr = 0 'enemy targets hero IF atkdat(3) = 0 AND j >= 4 THEN FOR o = 0 TO 3 IF visibleandalive(o, stat(), v()) THEN t(j, targetptr) = o targetptr = targetptr + 1 END IF NEXT o END IF 'hero targets enemy IF atkdat(3) = 0 AND j < 4 THEN FOR o = 4 TO 11 IF j < 4 THEN IF visibleandalive(o, stat(), v()) AND targetable(j, o, ebits()) THEN t(j, targetptr) = o targetptr = targetptr + 1 END IF END IF NEXT o END IF 'enemy targets enemy IF (atkdat(3) = 1 OR atkdat(3) = 4 OR atkdat(3) = 5) AND j >= 4 THEN FOR o = 4 TO 11 IF visibleandalive(o, stat(), v()) AND targetable(j, o, ebits()) THEN IF atkdat(3) <> 5 OR j <> o THEN t(j, targetptr) = o targetptr = targetptr + 1 END IF END IF NEXT o END IF 'hero targets hero IF (atkdat(3) = 1 OR atkdat(3) = 4 OR atkdat(3) = 5 OR atkdat(3) = 10) AND j < 4 THEN FOR o = 0 TO 3 IF visibleandalive(o, stat(), v()) OR (v(o) = 1 AND (atkdat(3) = 4 OR atkdat(3) = 10)) THEN IF atkdat(3) <> 5 OR j <> o THEN t(j, targetptr) = o targetptr = targetptr + 1 END IF END IF NEXT o END IF 'self IF atkdat(3) = 2 AND targetable(j, j, ebits()) THEN t(j, 0) = j 'all IF atkdat(3) = 3 THEN FOR o = 0 TO 11 IF visibleandalive(o, stat(), v()) AND targetable(j, o, ebits()) THEN t(j, targetptr) = o targetptr = targetptr + 1 END IF NEXT o END IF 'revenge one IF atkdat(3) = 6 AND revenge(j) >= 0 THEN IF visibleandalive(revenge(j), stat(), v()) AND targetable(j, revenge(j), ebits()) THEN t(j, targetptr) = revenge(j) END IF END IF 'revengeall IF atkdat(3) = 7 THEN FOR o = 0 TO 11 IF readbit(revengemask(), j, o) AND visibleandalive(o, stat(), v()) AND targetable(j, o, ebits()) THEN t(j, targetptr) = o targetptr = targetptr + 1 END IF NEXT o END IF 'lasttargs IF atkdat(3) = 8 THEN FOR o = 0 TO 11 IF readbit(targmem(), j, o) AND visibleandalive(o, stat(), v()) AND targetable(j, o, ebits()) THEN t(j, targetptr) = o targetptr = targetptr + 1 END IF NEXT o END IF 'stored targs IF atkdat(3) = 9 THEN FOR o = 0 TO 11 IF readbit(targmem(), j + 12, o) AND visibleandalive(o, stat(), v()) THEN t(j, targetptr) = o targetptr = targetptr + 1 END IF NEXT o END IF END SUB FUNCTION enemycount (v(), stat()) o = 0 FOR i = 4 TO 11 IF v(i) = 1 AND stat(i, 0, 0) > 0 THEN o = o + 1 NEXT i enemycount = o END FUNCTION SUB eretreat (who, atk(), x(), y(), w(), h(), t()) IF atk(14) = 2 OR atk(14) = 5 THEN pushw 11: pushw who: pushw 0 pushw 8: pushw who: pushw x(who): pushw y(who): pushw 6: pushw 6 pushw 9 END IF END SUB SUB etwitch (who, atk(), x(), y(), w(), h(), t()) IF atk(14) < 2 THEN pushw 11: pushw who: pushw 2 pushw 13: pushw 1 pushw 11: pushw who: pushw 0 END IF IF atk(14) = 2 THEN yt = (h(t(who, 0)) - h(who)) + 2 pushw 8: pushw who: pushw x(t(who, 0)) - w(who): pushw y(t(who, 0)) + yt: pushw 6: pushw 6 pushw 9 END IF IF atk(14) = 3 THEN FOR ii = 0 TO 2 pushw 3: pushw who: pushw x(who): pushw y(who): pushw 1 pushw 13: pushw 1 pushw 3: pushw who: pushw x(who): pushw y(who): pushw 0 pushw 13: pushw 1 NEXT ii END IF IF atk(14) = 4 THEN pushw 8: pushw who: pushw x(who) + 50: pushw y(who): pushw 7: pushw 7 pushw 15: pushw who: pushw 10: pushw 20 pushw 9 pushw 6: pushw who END IF IF atk(14) = 5 THEN pushw 11: pushw who: pushw 200 pushw 5: pushw who pushw 3: pushw who: pushw x(t(who, 0)): pushw y(t(who, 0)): pushw 0 pushw 15: pushw who: pushw -10: pushw 20 pushw 9 END IF END SUB FUNCTION getbinsize (id) fbdim recordsize IF isfile(workingdir$ + SLASH + "binsize.bin" + CHR$(0)) THEN fh = FREEFILE OPEN workingdir$ + SLASH + "binsize.bin" FOR BINARY AS #fh IF LOF(fh) < id * 2 + 2 THEN getbinsize = defbinsize(id) ELSE GET #fh, 1 + (id * 2), recordsize getbinsize = recordsize END IF CLOSE #fh ELSE getbinsize = defbinsize(id) END IF END FUNCTION Function GetWeaponPos(w,f,isY)'or x? dim fh IF w >= 0 THEN fh = FREEFILE OPEN game$ + ".ITM" FOR BINARY AS #fh 'debug "weapon" + str$(w) + " offset: " + str$(w * 200 + 157 + f * 4 + isY * 2) GetWeaponPos = ReadShort(fh,w * 200 + 157 + f * 4 + isY * 2) CLOSE #FH END IF End Function Function GetHeroPos(h,f,isY)'or x? dim fh fh = FREEFILE OPEN game$ + ".DT0" FOR BINARY AS #fh 'debug "hero offset: " + str$(h * 636 + 595 + f * 4 + isY * 2) GetHeroPos = ReadShort(fh,h * 636 + 595 + f * 4 + isY * 2) CLOSE #FH End Function SUB SpritePos(who, x, y, d) pushw 3: pushw who: pushw x: pushw y: pushw d END SUB SUB ShowSprite(who) pushw 5: pushw who END SUB SUB HideSprite(who) pushw 6: pushw who END SUB SUB SetFrame(who, what) pushw 7: pushw who: pushw what END SUB SUB WaitFor(length) pushw 13: pushw length END SUB SUB heroanim (who, atk(), x(), y(), w(), h(), t()) hx = 0:hy = 0:wx = 0: wy = 0 IF atk(14) < 3 OR (atk(14) > 6 AND atk(14) < 9) THEN SetFrame who, 0 WaitFor 3 'wait 3 ticks IF atk(14) <> 1 AND atk(14) <> 7 THEN 'if it's not cast or standing cast SetFrame who, 2 IF readbit(gen(),101,15) = 1 THEN hx = GetHeroPos(hero(who)-1,0,0) hy = GetHeroPos(hero(who)-1,0,1) wx = GetWeaponPos(eqstuf(who,0)-1,0,0) wy = GetWeaponPos(eqstuf(who,0)-1,0,1) END IF dx = hx - wx dy = hy - wy IF atk(14) <> 2 THEN 'if it's not dash in SpritePos 24, x(who) + dx + 4, y(who) + dy, 0 END IF yt = (h(t(who, 0)) - h(who)) + 2 'yt...? IF atk(14) = 2 THEN 'if it IS dash in SpritePos 24, x(t(who, 0)) + w(t(who, 0)) + 24 + dx, y(t(who, 0)) + yt + dy, 0 'set position, again END IF SetFrame 24, 0 ShowSprite 24 END IF IF atk(14) = 1 OR atk(14) = 7 THEN 'if it's cast or standing cast SetFrame who, 4 END IF WaitFor 3 'wait 3 IF atk(14) <> 1 AND atk(14) <> 7 THEN 'if it's not cast or standing cast SetFrame who, 3 IF atk(14) <> 2 THEN 'if it's not dash in IF readbit(gen(),101,15) = 1 THEN hx = GetHeroPos(hero(who)-1,1,0) hy = GetHeroPos(hero(who)-1,1,1) wx = GetWeaponPos(eqstuf(who,0)-1,1,0) wy = GetWeaponPos(eqstuf(who,0)-1,1,1) END IF dx = hx - wx dy = hy - wy SpritePos 24, x(who) + dx - 44, y(who) + dy, 0 END IF yt = (h(t(who, 0)) - h(who)) + 2 '??? IF atk(14) = 2 THEN 'if it is dash in SpritePos 24, x(t(who, 0)) + w(t(who, 0)) + dx - 20, y(t(who, 0)) + dy + yt, 0 END IF SetFrame 24, 1 END IF END IF IF atk(14) = 3 THEN FOR ii = 0 TO 2 pushw 3: pushw who: pushw x(who): pushw y(who): pushw 1 pushw 3: pushw 24: pushw x(who) + 40: pushw y(who): pushw 0 pushw 7: pushw 24: pushw 0 pushw 13: pushw 1 pushw 3: pushw who: pushw x(who): pushw y(who): pushw 0 pushw 3: pushw 24: pushw x(who) - 40: pushw y(who): pushw 0 pushw 7: pushw 24: pushw 1 pushw 13: pushw 1 NEXT ii END IF IF atk(14) = 4 THEN pushw 7: pushw who: pushw 4 pushw 8: pushw who: pushw x(who) - 40: pushw y(who): pushw 7: pushw 7 pushw 15: pushw who: pushw 10: pushw 20 pushw 9 pushw 6: pushw who pushw 7: pushw who: pushw 0 END IF IF atk(14) = 5 THEN pushw 11: pushw who: pushw 200 pushw 7: pushw who: pushw 2 pushw 5: pushw who pushw 3: pushw who: pushw x(t(who, 0)): pushw y(t(who, 0)): pushw 0 pushw 15: pushw who: pushw -10: pushw 20 pushw 9 pushw 7: pushw who: pushw 5 END IF END SUB FUNCTION inflict (w, t, stat(), x(), y(), wid(), hei(), harm$(), hc(), hx(), hy(), atk(), tcount, die(), bits(), revenge(), revengemask(), targmem(), revengeharm(), repeatharm()) DIM tbits(4) dim h& 'failure by default inflict = 0 'remember this target setbit targmem(), w, t, 1 'stored targs IF readbit(atk(), 20, 52) THEN setbit targmem(), w + 12, t, 1 IF readbit(atk(), 20, 53) THEN FOR i = 0 TO 11 setbit targmem(), w + 12, i, 0 NEXT i END IF FOR i = 0 TO 4 tbits(i) = bits(t, i) NEXT i 'no damage IF atk(5) <> 4 THEN 'init cure = 0 harm$(t) = "" 'harm$(w) = "" ' this is probably bad! What if they already have a harm$ and we wipe it out? hc(t) = 7 hx(t) = x(t) + (wid(t) * .5) hy(t) = y(t) + (hei(t) * .5) targstat = atk(18) 'accuracy a = stat(w, 0, 3): d = stat(t, 0, 5): dm! = .25 IF atk(6) = 1 THEN dm! = .5 IF atk(6) = 2 THEN dm! = 1 IF atk(6) = 3 THEN dm! = 0 IF atk(6) = 4 THEN a = stat(w, 0, 6): d = stat(t, 0, 7): dm! = 1.25 IF range(a, 75) < range(d * dm!, 75) THEN harm$(t) = readglobalstring$(120, "miss", 20) EXIT FUNCTION END IF IF readbit(atk(),65,1) = 1 AND stat(t,0,12) < stat(t,1,12) THEN harm$(t) = readglobalstring$(121, "fail", 20) EXIT FUNCTION END IF IF readbit(atk(),65,2) = 1 AND stat(t,0,13) < stat(t,1,13) THEN harm$(t) = readglobalstring$(121, "fail", 20) EXIT FUNCTION END IF IF readbit(atk(),65,3) = 1 AND stat(t,0,14) <> stat(t,1,14) THEN harm$(t) = readglobalstring$(121, "fail", 20) EXIT FUNCTION END IF IF readbit(atk(),65,4) = 1 AND stat(t,0,15) <> stat(t,1,15) THEN harm$(t) = readglobalstring$(121, "fail", 20) EXIT FUNCTION END IF 'attack and defence base a = stat(w, 0, 2): d = stat(t, 0, 4) SELECT CASE atk(7) CASE 1 a = stat(w, 0, 6): d = stat(t, 0, 7) CASE 2 a = stat(w, 0, 0) CASE 3 a = (stat(w, 1, 0) - stat(w, 0, 0)) CASE 4 a = INT(RND * 999) CASE 5 a = 100 CASE 6 TO 17 a = stat(w, 0, atk(7) - 6) CASE 18 a = repeatharm(w) CASE 19 a = revengeharm(w) CASE 20 a = revengeharm(t) END SELECT '--defense base IF atk(58) > 0 THEN d = stat(t, 0, atk(58) - 1) 'calc defense am! = 1: dm! = .5 'atk-def*.5 IF atk(5) = 1 THEN am! = .8: dm! = .1 'atk*.8-def*.5 IF atk(5) = 2 THEN am! = 1.3: dm! = 1 'atk-1.3-def IF atk(5) = 3 THEN am! = 1: dm! = 0 'atk 'resetting IF readbit(atk(), 20, 57) = 1 THEN stat(t, 0, targstat) = stat(t, 1, targstat) END IF 'calc harm h& = (a * am!) - (d * dm!) 'elementals FOR i = 0 TO 7 IF readbit(atk(), 20, 5 + i) = 1 THEN IF readbit(tbits(), 0, 0 + i) = 1 THEN h& = h& * 2 'weakness IF readbit(tbits(), 0, 8 + i) = 1 THEN h& = h& * .12 'resistance IF readbit(tbits(), 0, 16 + i) = 1 THEN cure = 1 'absorb END IF IF readbit(atk(), 20, 13 + i) = 1 THEN IF t >= 4 AND readbit(tbits(), 0, 24 + i) = 1 THEN h& = h& * 1.8 END IF IF readbit(atk(), 20, 21 + i) = 1 THEN IF readbit(tbits(), 0, 8 + i) = 1 THEN harm$(t) = readglobalstring$(122, "fail", 20) EXIT FUNCTION END IF END IF IF readbit(atk(), 20, 29 + i) = 1 THEN IF t >= 4 AND readbit(tbits(), 0, 24 + i) = 1 THEN harm$(t) = readglobalstring$(122, "fail", 20) EXIT FUNCTION END IF END IF NEXT i 'extra damage h& = h& + (h& / 100) * atk(11) 'randomize IF readbit(atk(), 20, 61) = 0 THEN h& = rangel(h&,20) 'spread damage IF readbit(atk(), 20, 1) = 1 THEN h& = h& / (tcount + 1) 'cap out IF readbit(atk(), 20, 62) = 0 AND h& <= 0 THEN h& = 1 IF readbit(atk(), 20, 0) = 1 THEN h& = ABS(h&) * -1 'cure bit IF readbit(tbits(), 0, 54) THEN h& = ABS(h&) 'zombie IF cure = 1 THEN h& = ABS(h&) * -1 'absorb 'backcompat MP-targstat IF readbit(atk(), 20, 60) THEN IF targstat = 0 THEN targstat = 1 END IF 'remember target stat remtargstat = stat(t, 0, targstat) rematkrstat = stat(w, 0, targstat) 'pre-calculate percentage damage for display chp& = stat(t, 0, targstat) mhp& = stat(t, 1, targstat) IF readbit(atk(), 65, 5) = 1 THEN SELECT CASE atk(5) CASE 5'% of max h& = mhp& + (atk(11) * mhp& / 100) CASE 6'% of cur h& = chp& + (atk(11) * chp& / 100) END SELECT ELSE SELECT CASE atk(5) CASE 5'% of max h& = chp& - (mhp& + (atk(11) * mhp& / 100)) CASE 6'% of cur h& = chp& - (chp& + (atk(11) * chp& / 100)) END SELECT END IF 'inflict IF readbit(atk(), 20, 51) = 0 THEN IF gen(genDamageCap) > 0 THEN IF h& > gen(genDamageCap) THEN h& = gen(genDamageCap) IF h& < -gen(genDamageCap) THEN h& = -gen(genDamageCap) END IF h = h& stat(t, 0, targstat) = safesubtract(stat(t, 0, targstat), h) IF readbit(atk(), 20, 2) THEN '--drain IF readbit(atk(), 20, 56) = 0 THEN harm$(w) = RIGHT$(STR$(h), LEN(STR$(h)) - 1) IF h > 0 THEN harm$(w) = "+" + harm$(w) END IF hc(w) = 7 hc(w + 12) = 12 'pink hx(w) = x(w) + (wid(w) * .5) hy(w) = y(w) + (hei(w) * .5) stat(w, 0, targstat) = stat(w, 0, targstat) + h END IF END IF 'enforce bounds stat(t, 0, targstat) = large(stat(t, 0, targstat), 0) stat(w, 0, targstat) = large(stat(w, 0, targstat), 0) IF readbit(atk(), 20, 58) = 0 THEN stat(t, 0, targstat) = small(stat(t, 0, targstat), large(stat(t, 1, targstat), remtargstat)) stat(w, 0, targstat) = small(stat(w, 0, targstat), large(stat(w, 1, targstat), rematkrstat)) END IF 'stat cap ' do we want to cap spells...? ' IF gen(genStatCap + targstat) > 0 THEN ' IF stat(t, 0, targstat) > gen(genStatCap + targstat) THEN stat(t, 0, targstat) = gen(genStatCap + targstat) ' IF stat(t, 1, targstat) > gen(genStatCap + targstat) THEN stat(t, 1, targstat) = gen(genStatCap + targstat) ' END IF 'set damage display IF readbit(atk(), 20, 56) = 0 THEN harm$(t) = RIGHT$(STR$(h), LEN(STR$(h)) - 1) '--if cure, show + sign IF h < 0 THEN harm$(t) = "+" + harm$(t) END IF 'remember revenge data IF remtargstat > stat(t, 0, targstat) THEN setbit revengemask(), t, w, 1 revenge(t) = w revengeharm(t) = remtargstat - stat(t, 0, targstat) repeatharm(w) = remtargstat - stat(t, 0, targstat) END IF END IF 'skips to here if no damage 'debug(readbadbinstring$(atk(), 24, 10, 1) + " - " + str$(targstat)) 'name IF readbit(atk(), 20, 55) = 1 THEN IF LEN(harm$(t)) > 0 THEN harm$(t) = harm$(t) + " " harm$(t) = harm$(t) + readbadbinstring$(atk(), 24, 10, 1) END IF '--success! inflict = 1 END FUNCTION FUNCTION liveherocount (stat()) i = 0 FOR o = 0 TO 3 IF hero(o) > 0 AND stat(o, 0, 0) > 0 THEN i = i + 1 NEXT o liveherocount = i END FUNCTION SUB loadfoe (i, formdata(), es(), x(), y(), p(), v(), w(), h(), ext$(), bits(), stat(), ebits(), batname$()) setpicstuf buffer(), 320, -1 IF formdata(i * 4) > 0 THEN loadset game$ + ".dt1" + CHR$(0), formdata(i * 4) - 1, 0 FOR o = 0 TO 160 es(i, o) = buffer(o) NEXT o FOR o = 0 TO 4 ebits(i * 5 + o) = buffer(74 + o) NEXT o x(4 + i) = formdata(i * 4 + 1) y(4 + i) = formdata(i * 4 + 2) p(4 + i) = 44 + i getpal16 pal16(), 44 + i, es(i, 54) v(4 + i) = 1 IF es(i, 55) = 0 THEN ext$(i) = ".pt1" w(4 + i) = 34 h(4 + i) = 34 END IF IF es(i, 55) = 1 THEN ext$(i) = ".pt2" w(4 + i) = 50 h(4 + i) = 50 END IF IF es(i, 55) = 2 THEN ext$(i) = ".pt3" w(4 + i) = 80 h(4 + i) = 80 END IF END IF IF v(4 + i) = 1 THEN setpicstuf buffer(), (w(4 + i) * h(4 + i)) * .5, 3 loadset game$ + ext$(i) + CHR$(0), es(i, 53), 64 + i * 10 FOR o = 0 TO 11 stat(4 + i, 0, o) = es(i, 62 + o) stat(4 + i, 1, o) = es(i, 62 + o) NEXT o FOR o = 0 TO 4 bits(4 + i, o) = es(i, 74 + o) NEXT o batname$(4 + i) = "" FOR o = 1 TO es(i, 0) batname$(4 + i) = batname$(4 + i) + CHR$(es(i, o)) NEXT o END IF END SUB FUNCTION randomally (who) IF who < 4 THEN randomally = INT(RND * 4) ELSE randomally = 4 + INT(RND * 8) END IF END FUNCTION FUNCTION randomfoe (who) IF who >= 4 THEN randomfoe = INT(RND * 4) ELSE randomfoe = 4 + INT(RND * 8) END IF END FUNCTION SUB readattackdata (array(), index) flusharray array(), 39 + curbinsize(0) / 2, 0 '--load 40 elements from the .dt6 lump setpicstuf array(), 80, -1 loadset game$ + ".dt6" + CHR$(0), index, 0 '--load the rest from the attack.bin lump size = getbinsize(0) IF size THEN IF isfile(workingdir$ + SLASH + "attack.bin" + CHR$(0)) THEN setpicstuf buffer(), size, -1 loadset workingdir$ + SLASH + "attack.bin" + CHR$(0), index, 0 FOR i = 0 TO size / 2 - 1 array(40 + i) = buffer(i) NEXT i END IF END IF END SUB SUB retreat (who, atk(), x(), y(), w(), h(), t()) IF atk(14) < 2 THEN pushw 14: pushw who pushw 2: pushw who: pushw 5: pushw 0: pushw 4: pushw 0 pushw 9 pushw 7: pushw who: pushw 0 END IF IF atk(14) = 2 OR atk(14) = 5 THEN pushw 7: pushw who: pushw 0 pushw 14: pushw who pushw 11: pushw who: pushw 0 pushw 8: pushw who: pushw x(who): pushw y(who): pushw 6: pushw 6 pushw 9 pushw 7: pushw who: pushw 0 END IF END SUB FUNCTION safesubtract (number, minus) longnumber& = number longminus& = minus longresult& = longnumber& - longminus& IF longresult& > 32767 THEN longresult& = 32767 IF longresult& < -32768 THEN longresult& = -32768 result = longresult& safesubtract = result END FUNCTION FUNCTION safemultiply (number, by!) longnumber& = number longby! = by! longresult& = longnumber& * longby! IF longresult& > 32767 THEN longresult& = 32767 IF longresult& < -32768 THEN longresult& = -32768 result = longresult& safemultiply = result END FUNCTION SUB setbatcap (cap$, captime, capdelay) battlecaption$ = cap$ battlecaptime = captime battlecapdelay = capdelay END SUB SUB smartarrowmask (inrange(), pt, d, axis(), tmask()) FOR i = 0 TO 11 IF tmask(i) THEN distance = (axis(i) - axis(pt)) * d IF distance > 0 THEN setbit inrange(), 0, i, 1 END IF END IF NEXT i END SUB SUB smartarrows (pt, d, axis(), targ(), tmask(), spred) DIM inrange(0) inrange(0) = 0 smartarrowmask inrange(), pt, d, axis(), tmask() IF inrange(0) THEN best = 999 newptr = pt FOR i = 0 TO 11 IF readbit(inrange(), 0, i) THEN distance = (axis(i) - axis(pt)) * d IF distance < best THEN best = distance newptr = i END IF END IF NEXT i pt = newptr ELSE IF spred = 1 THEN FOR i = 0 TO 11 targ(i) = tmask(i) NEXT i spred = 2 END IF END IF END SUB FUNCTION targetable (attacker, target, ebits()) targetable = 0 IF target < 4 THEN 'target is hero targetable = 1 ELSE 'target is enemy IF readbit(ebits(), (target - 4) * 5, 60 + ABS(SGN(attacker < 4))) = 0 THEN targetable = 1 END IF END FUNCTION FUNCTION targetmaskcount (tmask()) n = 0 FOR i = 0 TO 11 IF tmask(i) THEN n = n + 1 NEXT i targetmaskcount = n END FUNCTION SUB traceshow (s$) textcolor 15, 240 s$ = s$ + STRING$(40 - LEN(s$), " ") printstr s$, 0, 191, 0 printstr s$, 0, 191, 1 END SUB FUNCTION trytheft (who, targ, atk(), es()) trytheft = 0'--return false by default IF who <= 3 AND targ >= 4 THEN '--a hero is attacking an enemy IF readbit(atk(), 20, 4) THEN '--steal bitset is on for this attack IF es(targ - 4, 17) >= 0 THEN '--enemy is theftable stole = checktheftchance(es(targ - 4, 18), es(targ - 4, 19), es(targ - 4, 20), es(targ - 4, 21)) IF stole THEN '--success! IF es(targ - 4, 17) = 0 THEN '--only one theft permitted es(targ - 4, 17) = -1 END IF setbatcap readglobalstring$(117, "Stole", 40) + " " + readitemname$(stole - 1), 40, 0 trytheft = -1'--return success ELSE '--steal failed setbatcap readglobalstring$(114, "Cannot Steal", 40) + " ", 40, 0 END IF ELSE '--has nothing to steal / steal disabled setbatcap readglobalstring$(111, "Has Nothing", 30), 40, 0 END IF END IF END IF END FUNCTION FUNCTION exptolevel& (level) ' cp needed to level: calling with level 0 returns xp to lvl 1 ' HINT: Customisation goes here :) exper& = 30 FOR o = 1 TO level exper& = exper& * 1.2 + 5 IF exper& > 1000000 THEN exper& = 1000000 NEXT o exptolevel = exper& END FUNCTION SUB updatestatslevelup (i, exstat(), stat(), allowforget) ' i = who ' exstat = external stats ' stat = in-battle stats ' allowforget = forget spells if level dropped below requirement 'wipe learnmask for this hero 'for heroes not in the active party, 5th hero is used for spell bitsets (oob only) FOR o = small(i, 4) * 6 TO small(i, 4) * 6 + 5 learnmask(o) = 0 NEXT 'THIS PART UPDATES STATS FOR A LEVEL UP IF exstat(i, 1, 12) THEN 'load hero's data setpicstuf buffer(), 636, -1 loadset game$ + ".dt0" + CHR$(0), hero(i) - 1, 0 'update stats FOR o = 0 TO 11 exstat(i, 1, o) = exstat(i, 1, o) + (atlevel(exstat(i, 0, 12), buffer(23 + o * 2), buffer(24 + o * 2)) - atlevel(exstat(i, 0, 12) - exstat(i, 1, 12), buffer(23 + o * 2), buffer(24 + o * 2))) 'simulate levelup bug IF readbit(gen(), 101, 9) = 1 THEN setpicstuf buffer(), 200, -1 FOR j = 0 TO 4 IF eqstuf(i, j) > 0 THEN loadset game$ + ".itm" + CHR$(0), eqstuf(i, j) - 1, 0 exstat(i, 1, o) = exstat(i, 1, o) + buffer(54 + o) END IF NEXT j 'do stat caps IF gen(genStatCap + o) > 0 THEN exstat(i, 0, o) = small(exstat(i, 0, o),gen(genStatCap + o)) setpicstuf buffer(), 636, -1 loadset game$ + ".dt0" + CHR$(0), hero(i) - 1, 0 END IF NEXT o 'stat restoration IF readbit(gen(), 101, 2) = 0 THEN '--HP restoration ON exstat(i, 0, 0) = exstat(i, 1, 0) 'set external cur to external max FOR o = 0 TO 1 stat(i, o, 0) = exstat(i, 1, 0) 'set in-battle min and max to external max NEXT o END IF IF readbit(gen(), 101, 3) = 0 THEN '--MP restoration ON exstat(i, 0, 1) = exstat(i, 1, 1) 'set external cur to external max FOR o = 0 TO 1 stat(i, o, 1) = exstat(i, 1, 1) 'set in-battle min and max to external max NEXT o resetlmp i, exstat(i, 0, 12) END IF 'make current stats match max stats FOR o = 2 TO 11 exstat(i, 0, o) = exstat(i, 1, o) NEXT o 'learn spells FOR j = 0 TO 3 FOR o = 0 TO 23 '--if slot is empty and slot accepts this spell and learn-by-level condition is true IF spell(i, j, o) = 0 AND buffer(47 + (j * 48) + (o * 2)) > 0 AND buffer(48 + (j * 48) + (o * 2)) - 1 <= exstat(i, 0, 12) AND buffer(48 + (j * 48) + (o * 2)) > 0 THEN spell(i, j, o) = buffer(47 + (j * 48) + (o * 2)) setbit learnmask(), 0, small(i, 4) * 96 + j * 24 + o, 1 END IF IF allowforget THEN '--plotscripts may lower level, forget spells if drop below requirement and know the spell specified IF spell(i, j, o) = buffer(47 + (j * 48) + (o * 2)) AND buffer(48 + (j * 48) + (o * 2)) - 1 > exstat(i, 0, 12) THEN spell(i, j, o) = 0 END IF END IF NEXT o NEXT j END IF END SUB SUB giveheroexperience (i, exstat(), exper&) 'experience IF hero(i) > 0 AND exstat(i, 0, 12) < 99 THEN exlev&(i, 0) = exlev&(i, 0) + exper& 'levelups exstat(i, 1, 12) = 0 WHILE exlev&(i, 0) >= exlev&(i, 1) AND exstat(i, 0, 12) < 99 exlev&(i, 0) = exlev&(i, 0) - exlev&(i, 1) exstat(i, 0, 12) = exstat(i, 0, 12) + 1 'current level exstat(i, 1, 12) = exstat(i, 1, 12) + 1 'levelup flag exlev&(i, 1) = exptolevel(exstat(i, 0, 12)) WEND END IF END SUB FUNCTION visibleandalive (o, stat(), v()) visibleandalive = (v(o) = 1 AND stat(o, 0, 0) > 0) END FUNCTION SUB writestats (exstat(), stat()) setpicstuf buffer(), 636, -1 FOR i = 0 TO 3 IF hero(i) > 0 THEN '--set out-of-battle HP and MP equal to in-battle HP and MP FOR o = 0 TO 1 exstat(i, 0, o) = stat(i, 0, o) NEXT o END IF NEXT i END SUB FUNCTION dimbinsize% (id%) 'curbinsize is size supported by current version of engine 'getbinsize is size of data in RPG file dimbinsize% = large(curbinsize(id%), getbinsize(id%)) / 2 END FUNCTION