Jul 16 2014, 7:31 am
By: trgk  

Jul 16 2014, 7:31 am trgk Post #1

EUDA needed.
Don't confuse with EUDTrig

Original idea
eudtrglib is a library for generating self-modifying trigger.

- Trigger execution order can be freely manipulated. So, loop & conditional branch is also supported.
- Triggers can be dynamically modified.

- Support functions : you can really reuse your triggers multiple time in SC level.
- Support variables that you can assign, add, subtract to any address.

- Built-in functions. Including
- Multiplication & Division (f_mul, f_div)
- Memory read/write (f_dwread, f_dwwrite)
- Address to EPD Player. (f_epd)
- Extract word/byte inside dword ( f_dwbreak )
- Memory copy / String copy (f_repmovsd, f_memcpy, f_strcpy)

- Built-in Basic control structures (EUDJump, EUDJumpIf, EUDJumpIfNot)

How to install:
1. Install Python 3.x and pip
2. Run following in command line : "pip install eudtrg"
Or you may use PyPI

How to run examples:
1. Download attachment & unzip all of them into somewhere
2. There should be lots of .py files. Run all of them.
3. Example maps should be created at outputmap/. Run those with EUDA enabled

- Heinermann, EUD dev
- Unit property syntax is borrowed from MacroTrigger.
- Forward() synatx is borrowed from pyparsing.
- Various file formats from modcrafters
- CHK fromat from rpgkdh & SEN.
- SFmpq, Starforge (Trigger condition/actions)

Currently documenting the library. :D

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Post has been edited 7 time(s), last time on Oct 17 2014, 6:12 am by trgk.


Jul 16 2014, 3:16 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Suggestion: Rename it. The name is so similar to EUDTrig that they'll get confused despite your disclaimer.

Apart from that it sounds powerful though I have trouble grasping what it actually can be used for. Maybe some examples of what (kinds of) triggers it can generate and how it's different from other trigger generators may be useful.

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[10:04 pm]
Suicidal Insanity -- Oh_Man
Oh_Man shouted: Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
In SC:R - yes you can. In normal SC: no, cause many tilesets use colors unavailable in others
[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
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