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player skills displayed #320512
04/22/10 04:09
04/22/10 04:09
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline OP
Serious User
PrenceOfDarkness  Offline OP
Serious User

Joined: Aug 2004
Posts: 1,305
New York
Hey guys... This is just a small contribution, but it something that might save you time if your constantly changing player skills and want to know whats happening with all the skills at all times. Basically what it does is display all 100 skills at once on the screen.

Just include plyrSkillRecord(); in your main function's while loop and your set.

Also if your running multiple panels used for testing I made it easy for you to toggle between them with the testStage variable. What I recommend you do is modify the code so that the skills don't read skill 1, skill 2.. ETC. Instead use what ever you used to define the skills (ex: health, ammo, armor).

Code:
var vPlyrSkills[100];

PANEL* pnlPlayerTesting =
{
	digits(10,10,"Skill 1: %015.5f",*,1,vPlyrSkills[0]);
	digits(10,20,"Skill 2: %015.5f",*,1,vPlyrSkills[1]);
	digits(10,30,"Skill 3: %015.5f",*,1,vPlyrSkills[2]);
	digits(10,40,"Skill 4: %015.5f",*,1,vPlyrSkills[3]);
	digits(10,50,"Skill 5: %015.5f",*,1,vPlyrSkills[4]);
	digits(10,60,"Skill 6: %015.5f",*,1,vPlyrSkills[5]);
	digits(10,70,"Skill 7: %015.5f",*,1,vPlyrSkills[6]);
	digits(10,80,"Skill 8: %015.5f",*,1,vPlyrSkills[7]);
	digits(10,90,"Skill 9: %015.5f",*,1,vPlyrSkills[8]);
	digits(10,100,"Skill10: %015.5f",*,1,vPlyrSkills[9]);
	
	digits(10,120,"Skill11: %015.5f",*,1,vPlyrSkills[10]);
	digits(10,130,"Skill12: %015.5f",*,1,vPlyrSkills[11]);
	digits(10,140,"Skill13: %015.5f",*,1,vPlyrSkills[12]);
	digits(10,150,"Skill14: %015.5f",*,1,vPlyrSkills[13]);
	digits(10,160,"Skill15: %015.5f",*,1,vPlyrSkills[14]);
	digits(10,170,"Skill16: %015.5f",*,1,vPlyrSkills[15]);
	digits(10,180,"Skill17: %015.5f",*,1,vPlyrSkills[16]);
	digits(10,190,"Skill18: %015.5f",*,1,vPlyrSkills[17]);
	digits(10,200,"Skill19: %015.5f",*,1,vPlyrSkills[18]);
	digits(10,210,"Skill20: %015.5f",*,1,vPlyrSkills[19]);
	
	digits(10,230,"Skill21: %015.5f",*,1,vPlyrSkills[20]);
	digits(10,240,"Skill22: %015.5f",*,1,vPlyrSkills[21]);
	digits(10,250,"Skill23: %015.5f",*,1,vPlyrSkills[22]);
	digits(10,260,"Skill24: %015.5f",*,1,vPlyrSkills[23]);
	digits(10,270,"Skill25: %015.5f",*,1,vPlyrSkills[24]);
	digits(10,280,"Skill26: %015.5f",*,1,vPlyrSkills[25]);
	digits(10,290,"Skill27: %015.5f",*,1,vPlyrSkills[26]);
	digits(10,300,"Skill28: %015.5f",*,1,vPlyrSkills[27]);
	digits(10,310,"Skill29: %015.5f",*,1,vPlyrSkills[28]);
	digits(10,320,"Skill30: %015.5f",*,1,vPlyrSkills[29]);
	
	digits(170,10,"Skill31: %015.5f",*,1,vPlyrSkills[30]);
	digits(170,20,"Skill32: %015.5f",*,1,vPlyrSkills[31]);
	digits(170,30,"Skill33: %015.5f",*,1,vPlyrSkills[32]);
	digits(170,40,"Skill34: %015.5f",*,1,vPlyrSkills[33]);
	digits(170,50,"Skill35: %015.5f",*,1,vPlyrSkills[34]);
	digits(170,60,"Skill36: %015.5f",*,1,vPlyrSkills[35]);
	digits(170,70,"Skill37: %015.5f",*,1,vPlyrSkills[36]);
	digits(170,80,"Skill38: %015.5f",*,1,vPlyrSkills[37]);
	digits(170,90,"Skill39: %015.5f",*,1,vPlyrSkills[38]);
	digits(170,100,"Skill40: %015.5f",*,1,vPlyrSkills[39]);
	
	digits(170,120,"Skill41: %015.5f",*,1,vPlyrSkills[40]);
	digits(170,130,"Skill42: %015.5f",*,1,vPlyrSkills[41]);
	digits(170,140,"Skill43: %015.5f",*,1,vPlyrSkills[42]);
	digits(170,150,"Skill44: %015.5f",*,1,vPlyrSkills[43]);
	digits(170,160,"Skill45: %015.5f",*,1,vPlyrSkills[44]);
	digits(170,170,"Skill46: %015.5f",*,1,vPlyrSkills[45]);
	digits(170,180,"Skill47: %015.5f",*,1,vPlyrSkills[46]);
	digits(170,190,"Skill48: %015.5f",*,1,vPlyrSkills[47]);
	digits(170,200,"Skill49: %015.5f",*,1,vPlyrSkills[48]);
	digits(170,210,"Skill50: %015.5f",*,1,vPlyrSkills[49]);
	
	digits(170,230,"Skill51: %015.5f",*,1,vPlyrSkills[50]);
	digits(170,240,"Skill52: %015.5f",*,1,vPlyrSkills[51]);
	digits(170,250,"Skill53: %015.5f",*,1,vPlyrSkills[52]);
	digits(170,260,"Skill54: %015.5f",*,1,vPlyrSkills[53]);
	digits(170,270,"Skill55: %015.5f",*,1,vPlyrSkills[54]);
	digits(170,280,"Skill56: %015.5f",*,1,vPlyrSkills[55]);
	digits(170,290,"Skill57: %015.5f",*,1,vPlyrSkills[56]);
	digits(170,300,"Skill58: %015.5f",*,1,vPlyrSkills[57]);
	digits(170,310,"Skill59: %015.5f",*,1,vPlyrSkills[58]);
	digits(170,320,"Skill60: %015.5f",*,1,vPlyrSkills[59]);	
	
	digits(330,10,"Skill61: %015.5f",*,1,vPlyrSkills[60]);
	digits(330,20,"Skill62: %015.5f",*,1,vPlyrSkills[61]);
	digits(330,30,"Skill63: %015.5f",*,1,vPlyrSkills[62]);
	digits(330,40,"Skill64: %015.5f",*,1,vPlyrSkills[63]);
	digits(330,50,"Skill65: %015.5f",*,1,vPlyrSkills[64]);
	digits(330,60,"Skill66: %015.5f",*,1,vPlyrSkills[65]);
	digits(330,70,"Skill67: %015.5f",*,1,vPlyrSkills[66]);
	digits(330,80,"Skill68: %015.5f",*,1,vPlyrSkills[67]);
	digits(330,90,"Skill69: %015.5f",*,1,vPlyrSkills[68]);
	digits(330,100,"Skill70: %015.5f",*,1,vPlyrSkills[69]);
	
	digits(330,120,"Skill71: %015.5f",*,1,vPlyrSkills[70]);
	digits(330,130,"Skill72: %015.5f",*,1,vPlyrSkills[71]);
	digits(330,140,"Skill73: %015.5f",*,1,vPlyrSkills[72]);
	digits(330,150,"Skill74: %015.5f",*,1,vPlyrSkills[73]);
	digits(330,160,"Skill75: %015.5f",*,1,vPlyrSkills[74]);
	digits(330,170,"Skill76: %015.5f",*,1,vPlyrSkills[75]);
	digits(330,180,"Skill77: %015.5f",*,1,vPlyrSkills[76]);
	digits(330,190,"Skill78: %015.5f",*,1,vPlyrSkills[77]);
	digits(330,200,"Skill79: %015.5f",*,1,vPlyrSkills[78]);
	digits(330,210,"Skill80: %015.5f",*,1,vPlyrSkills[79]);
	
	digits(330,230,"Skill81: %015.5f",*,1,vPlyrSkills[80]);
	digits(330,240,"Skill82: %015.5f",*,1,vPlyrSkills[81]);
	digits(330,250,"Skill83: %015.5f",*,1,vPlyrSkills[82]);
	digits(330,260,"Skill84: %015.5f",*,1,vPlyrSkills[83]);
	digits(330,270,"Skill85: %015.5f",*,1,vPlyrSkills[84]);
	digits(330,280,"Skill86: %015.5f",*,1,vPlyrSkills[85]);
	digits(330,290,"Skill87: %015.5f",*,1,vPlyrSkills[86]);
	digits(330,300,"Skill88: %015.5f",*,1,vPlyrSkills[87]);
	digits(330,310,"Skill89: %015.5f",*,1,vPlyrSkills[88]);
	digits(330,320,"Skill90: %015.5f",*,1,vPlyrSkills[89]);	
	
	digits(490,230,"Skill91: %015.5f",*,1,vPlyrSkills[90]);
	digits(490,240,"Skill92: %015.5f",*,1,vPlyrSkills[91]);
	digits(490,250,"Skill93: %015.5f",*,1,vPlyrSkills[92]);
	digits(490,260,"Skill94: %015.5f",*,1,vPlyrSkills[93]);
	digits(490,270,"Skill95: %015.5f",*,1,vPlyrSkills[94]);
	digits(490,280,"Skill96: %015.5f",*,1,vPlyrSkills[95]);
	digits(490,290,"Skill97: %015.5f",*,1,vPlyrSkills[96]);
	digits(490,300,"Skill98: %015.5f",*,1,vPlyrSkills[97]);
	digits(490,310,"Skill99: %015.5f",*,1,vPlyrSkills[98]);
	digits(490,320,"Skill100: %015.5f",*,1,vPlyrSkills[99]);	
}

var testStage = 0;

void plyrSkillRecord()
{
	var counter;
	if(player == NULL) return;
	for(counter = 0; counter<100; counter++)
	{
		vPlyrSkills[counter] = player.skill[counter];
	}
	
	if(key_t == 1)
	{
		while(key_t == 1)
		{
			wait(1);
		}
		
		++testStage;
		
		if(testStage > 2)		testStage = 0;
		
	//	reset(pnlTesting,VISIBLE);
		reset(pnlPlayerTesting,VISIBLE);
		
		switch(testStage)	
		{
			
			case 1:
		//	set(pnlTesting,VISIBLE);return;
			
			case 2:
			set(pnlPlayerTesting,VISIBLE);return;
			
			default:
			return;
		}
		
		
		//		toggle(questPnlTest,VISIBLE);
	}
}




"There is no problem that can't be solved with time and determination." -me
prenceofdarkness for instant messages on AIM.

Looking for a model designer
PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
Re: player skills displayed [Re: PrenceOfDarkness] #320528
04/22/10 13:46
04/22/10 13:46
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
That's pretty good. But you could just use the included debugger. wink


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: player skills displayed [Re: Redeemer] #320795
04/24/10 18:17
04/24/10 18:17
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
Serious User
MrGuest  Offline
Serious User
M

Joined: Jul 2008
Posts: 1,178
England
did you ever take a look at this?

Re: player skills displayed [Re: MrGuest] #320816
04/24/10 22:42
04/24/10 22:42
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline OP
Serious User
PrenceOfDarkness  Offline OP
Serious User

Joined: Aug 2004
Posts: 1,305
New York
@MrGuest
yea I did. I thought about it and I figured that I would actually need to look at all the stupid skills at once in some cases. I might use that code anyway. The first time I read it it sort of confused me. Now that I looked over it with some rest I get how it works. If you could comment it I'd try to improve on it and we could contribute it to the community. Also I didn't realise that the code you posted up was finished working code lol. I figured it was a prototype. I feel like a moron copying and pasting all that XD.


Some questions:
void dbg_ent_change(ENTITY **ent)
Why the **? What does that mean? I've never seen two * only one.

Last edited by PrenceOfDarkness; 04/24/10 22:57.

"There is no problem that can't be solved with time and determination." -me
prenceofdarkness for instant messages on AIM.

Looking for a model designer
PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
Re: player skills displayed [Re: PrenceOfDarkness] #320981
04/26/10 13:00
04/26/10 13:00
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
Serious User
MrGuest  Offline
Serious User
M

Joined: Jul 2008
Posts: 1,178
England
** is a pointer to a pointer
*** a pointer to a pointer pointing to another pointer tongue

i've written a debug code, but it's got loadsa stuff people probably wouldn't use, i'll think about contributing it tomorrow, heading back to work now frown


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