Posted: Sat Jan 09, 2010 8:16 am
line walls would look a little funky
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#if k 99 bottles of beer on the wall,
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#if not q then#shoot n
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#if then#shoot n
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#if#shoot n
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/north/west
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#if 99 bottles of beer on the wall,
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#if not 99 bottles of beer on the wall,
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#if #k
#end
:k
Blah!
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#char 3 2
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#char -3
/i#char 4
#char -3
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#end
:touch
$Commands:
$
#if not a !t;Take a lolly.
#if a !g;Give a lolly.
!z;Do nothing.
#end
:z
OK, then.
#end
:t
#set a
You take the lolly from the object.
$Obtained lolly!
#end
:g
#clear a
You give the lolly to the object.
$Spent lolly!
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#12
#end
:1
Label 1
#end
:12
Label 12
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###########die
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###########(what?)
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###########d(what?)
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#die-now
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#die123die123
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# lol
#end
:lol
lol
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# lol
#end
: lol
lol
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#t1
#end
:t
lbl t
#end
:t12
lbl t12
#end
:t11
lbl t11
#end
:t1
lbl t1
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#yes
#end
:y
lbl y
#end
:ye
lbl ye
#end
:yesh
lbl yesh
#end
:yes
lbl yes
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#t
#end
:t2
lbl t2
#end
:t1
lbl t1
#end
:t
lbl t
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#t123123
:t1
lbl t1
#end
:t12
lbl t12
#end
:t123
lbl t123
#end
:t1231
lbl t1231
#end
:t12312
lbl t12312
#end
:t1231231
lbl t1231231
#end
:t123123
lbl t123123
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#t11
#end
:t22
lbl t22
#end
:t21
lbl t21
#end
:t12
lbl t12
#end
:t1
lbl t1
#end
:t11
lbl t11
#end
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#eat pizza
#end
:eAt crap
Man, that crap tastes bad!
#end
:eat pizza
Pizza! Yum!
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#restore the
#the
Oops.
#end
'The code here never executes.
OH YES IT DOES
#end
:the
THE!!!1
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#send 3
#end
:
fish
#end
:3
cake
#end
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Feb. 20
Tyger Specific
+ Cheat "light" added which will make a board bright but not manipulate flags. HOW DO YOU LIKE THAT NADIR?
+ A single line of ZZT oop can be executed via cheat (Any command beginning with #, /, or ?). The player will then execute the command. Have fun #endgaming yourself.
+ An option "Filter ZZT Messages" has been added. This will prevent messages such as "You already have a blue key!" or "A fake wall - secret passage!" from appearing. Not that many of these built-in messages have been added yet.
Graphics
ZZT Support
+ "Edge" tiles implemented properly.
+ Multi-line messages will now pop up in a window! As of yet there is no formatting nor can hyperlinks be followed.
+ Single-line messages will flash on the bottom of the screen... most of the time.
ZZT-Oop Support
+ #Bind copies code, giving a rough version of #bind, but not linking the two objects together. This is a temporary fix.
+ #Char should now handle invalid characters properly
+ #Restart works
+ #Zap works
+ #Restore works
+ #Send works in any forms. (#send label, #send name:label, #label, or #name:label)
+ #Take works better, but still cannot jump to a label if the command fails
+ #Walk works barring absurd directions (see below)
+ #Go works barring absurd directions (see below)
+ #Shoot works barring absurd directions (see below)
+ #Try works barring absurd diretions (see below)
+ :shot works
+ /movement works barring absurd directions (see below)
+ ?movement is interpreted but not as a #try statement
+ "Afterthought" commands execute properly, as in /n/e/s/w#shoot seek will move and then shoot as intended
+ #If works barring absurd directions in blocked statements or colors in #if any statements.
Enhanced ZZT-Oop
+ #char can use a character for a parameter. "#char A" is equivalent to "#char 65". ZZT will ignore such lines.
Fixes
Known Issues
+ Something is wrong with #if contact
+ Haha if you stop holding shift, but keep holding a direction when you shoot, you'll keep on shooting!
+ Pushing things with stats has issues when you are pushing diagonally or multiple spaces at a time with tweaked X/Y-steps.
+ Blinkwalls will cause a crash if the wall hits the edge of the board. The timing is currently wrong as well.
+ Absurd directions not implemented! Don't use /cw cw rndp opp cw ccw opp cw opp ccw rnd just yet!
+ Fully written directions do not work yet either, as in #go north
+ Objects can't push things
+ ? is treated just like / for movement, so if something is blocked by ? it will continue to endlessly move where it is blocked
+ Others and All as conditions for #send aren't implemented