Gump coding

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NOTICE: This forum is archived as read only.
Please use the Github Discussions at https://github.com/exult/exult/discussions
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TMNM Dragon

Gump coding

Post by TMNM Dragon »

What determines, if I dbl-click (for example) shape 405 it opens up gump shape 26.
Is it in the usecode? How would I go about creating a new container? I am also interested in creating one that is similar to the jawbone, meaning that I want to create a shape that is a container and also a shape with multiple frames that with be the only objects that can be put in that container (such as the teeth are with the jawbone).
drcode
Site Admin
Posts: 2267
Joined: Thu May 14, 2020 1:34 pm

Re: Gump coding

Post by drcode »

Currently, it's hard-coded in "objs/contain.cc" (look for "Container_game_object::activate()". One suggestion for development after 1.2 is to move this (and lots more hard-coded information) to data files.
Mighty Dog

Re: Gump coding

Post by Mighty Dog »

Just curios to the status of this (if any)
drcode
Site Admin
Posts: 2267
Joined: Thu May 14, 2020 1:34 pm

Re: Gump coding

Post by drcode »

It hasn't been started yet. So far, the new features since the 1.2 release are:

1. Multimap support.
2. Dexterity and wand charges are supported.
3. 'Charm' works (makes the NPC switch sides in battle).
4. An "--edit" command-line option has been added to start Exult in map-editing mode.

Many of the Exult developers are working on Pentagram. I want to play it someday, so don't bother them:-)
Mighty Dog

Re: Gump coding

Post by Mighty Dog »

Oh but I shall bother them, for I must have the gumps, else my new game will never work correctly cause i dont want to have to edit exults source and recompile it.

Also, can we get some instructions on exactly how we do Multimap
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