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	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=Conflux&amp;diff=3323</id>
		<title>Conflux</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=Conflux&amp;diff=3323"/>
		<updated>2022-12-21T19:53:27Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Download Conflux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to Conflux ==&lt;br /&gt;
[[image:Conflux_entrance.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
*[[Conflux/What is Conflux|What is Conflux?]]&lt;br /&gt;
&lt;br /&gt;
=== Included Documentation ===&lt;br /&gt;
*[[Conflux/Dungeon description|Dungeon description]]&lt;br /&gt;
*[[Conflux/Fragments of the annals of the Guilds|Fragment of the annals of the Guilds]]&lt;br /&gt;
*[[Conflux/Runes|Runes]]&lt;br /&gt;
*[[Conflux/Sealed letter from the Council|Sealed Letter from the Council]]&lt;br /&gt;
*[[Conflux/Included tips|Tips]]&lt;br /&gt;
*[[Conflux/Credits|Credits]]&lt;br /&gt;
*[[Conflux/Changelog|Complete Conflux version history]] (current WIP008)&lt;br /&gt;
&lt;br /&gt;
== Download Conflux ==&lt;br /&gt;
You need the game files from the links below as well as CSBwin for your operating system.&amp;lt;br&amp;gt;&lt;br /&gt;
Normally there is a CSBwin executable (in most cases for Windows) packaged together with Conflux, but you should try to obtain the latest version for your operating system. Older versions have more bugs and/or less features.&amp;lt;br&amp;gt;&lt;br /&gt;
A few examples:&lt;br /&gt;
*Versions for Linux/x86 up to 12.1 (12.100) do not have the graphical overlay, you won&#039;t see all game effects (no shaking screen, no &amp;quot;underwater&amp;quot; effect, less beautiful flood effect, no darkness in the Chamber of Darkness,…).&lt;br /&gt;
*In version 12.2 is a bug fixed which prevents the generation of more items if some limiting numbers are reached. With the change, massive piles of superflouous objects get deleted as intended. Without it, you will eventually end up to be unable to generate plasmas with &amp;lt;runes&amp;gt;ZO KATH RA&amp;lt;/runes&amp;gt; or take coins out of purses because the Canteen constantly generates food until the upper object limit is reached.&lt;br /&gt;
&lt;br /&gt;
=== Conflux Versions ===&lt;br /&gt;
As a new player, try always the latest Conflux version first, it includes all recent additions and bug fixes! New additions to this Wiki are also based on the latest version. You won&#039;t see all changes if you continue playing a saved game from an older Conflux version with a newer Conflux version, you have to start a new game in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[https://onedrive.live.com/?authkey=%21AIK3rjKY0b5%5Fra8&amp;amp;cid=240A1D18BAED6EC0&amp;amp;id=240A1D18BAED6EC0%21351&amp;amp;parId=240A1D18BAED6EC0%21179&amp;amp;o=OneUp Conflux III Work In Progress 8] This version is based on version 3.5B8 below and is unencrypted, so can be examined with the Swoosh Construction Kit.&lt;br /&gt;
*[http://dianneandpaul.net/CSBwin/Conflux_3.5_B8.7z Conflux III.5 Beta 8] This is probably the most commonly used version; most of the Wiki information used to be based on this one.&lt;br /&gt;
*[http://www.dianneandpaul.net/CSBwin/WinCE2002_Conflux3Bugfix3.zip Conflux III Bugfix 3] Old Conflux III version packaged with CSBwin for Windows CE 2002 (for Jornada handheld computers)&lt;br /&gt;
*[http://www.dianneandpaul.net/CSBwin/ConfluxIITest.rar Conflux II Test] Conflux II version from Februrary 2004&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
Those sites have CSBwin and/or Conflux downloads available:&lt;br /&gt;
*[http://www.cyberskald.com/conflux/ Conflux download site] Look here for the most recent Conflux version and a current Linux/x86 version of CSBwin.&lt;br /&gt;
*[http://www.dianneandpaul.net/CSBwin/ Paul Stevens&#039; download site] Look here first for the most recent CSBwin version (at least for Windows).&lt;br /&gt;
*[http://dmweb.free.fr/?q=node/851 CSBwin download and information page on the Dungeon Master Encyclopaedia]&lt;br /&gt;
&lt;br /&gt;
== Playing Conflux ==&lt;br /&gt;
[[image:Conflux_welcome.gif]]&lt;br /&gt;
&lt;br /&gt;
The following may be seen a &#039;&#039;Walkthrough&#039;&#039; for &#039;&#039;&#039;Conflux&#039;&#039;&#039;. It can also be described as a &#039;&#039;collective effort to decrypt &#039;&#039;&#039;Conflux&#039;&#039;&#039; wealth&#039;&#039;. Do not read further if you want to discover the incredibly complex world of this dungeon on your own.&lt;br /&gt;
&lt;br /&gt;
The collective effort may seem unfair to the creators of &#039;&#039;&#039;Conflux&#039;&#039;&#039;, but since &#039;&#039;&#039;Conflux&#039;&#039;&#039; is probably the biggest custom dungeon available, and also one of the most magical, it seems that no one human being can explore all areas. Explicit spoiling is not the aim of these wiki articles, but rather helping lost adventurers to find their way through this wonder.  Towards this end, spoiler tags have been added to articles, when appropriate, to provide solutions for the truly frustrated, but the player is encouraged to experiment before seeking out this information. Spoilers will show up as &amp;quot;Show Text&amp;quot; in your browser and must be clicked on to reveal the hidden text.  There is often more than one way to do things, so you might even discover, through experimentation, methods not even listed in these pages.&lt;br /&gt;
&lt;br /&gt;
=== Summary Overview ===&lt;br /&gt;
*[[Conflux/Guild Champions|The Guild Champions]]&lt;br /&gt;
*Monster Guides&lt;br /&gt;
**[[Conflux/Creatures|Creatures]]&lt;br /&gt;
**[[Conflux/Paragons of Evil and Supernatural Forces|Paragons of Evil and Supernatural Forces]]&lt;br /&gt;
*[[Conflux/Spells|Spells]]&lt;br /&gt;
*[[Conflux/Places|Places]]&lt;br /&gt;
*[[Conflux/Videos|Videos]]&lt;br /&gt;
*[[Conflux/FAQ|FAQ]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Topics ===&lt;br /&gt;
*Champions&lt;br /&gt;
**[[Conflux/Advanced Guide for Champion Selection|Advanced Guide for Champion Selection]]&lt;br /&gt;
**[[Conflux/Champions of the Crypt|Champions of the Crypt]]&lt;br /&gt;
**[[Conflux/Guild Special Abilities|Guild Special Abilities]]&lt;br /&gt;
**[[Conflux/HiddenChampions|Hidden champions]]&lt;br /&gt;
**[[Conflux/Maleficient Guild|Maleficient Guild]]&lt;br /&gt;
*Miscellaneous &lt;br /&gt;
**[[Conflux/Levels|Levels]]&lt;br /&gt;
**[[Conflux/Random texts|Random text collection with questions and answers]]&lt;br /&gt;
*Quests&lt;br /&gt;
**[[Conflux/Quests|Quests]]&lt;br /&gt;
**[[Conflux/Competition|The Competition]]&lt;br /&gt;
*Technical Guides&lt;br /&gt;
**[[Conflux/Alchemy Guide|Alchemy Guide]]&lt;br /&gt;
**[[Conflux/Illness|Illness]]&lt;br /&gt;
**[[Conflux/Items|Items]]&lt;br /&gt;
**[[Conflux/Monster Attributes|Monster Abilities and Vulnerabilities]]&lt;br /&gt;
**[[Conflux/Scrolls of Teleportation|Scrolls of Teleportation]]&lt;br /&gt;
**[[Conflux/The Cerberus|The Cerberus]]&lt;br /&gt;
**[[Conflux/Unique Items|Unique Items]]&lt;br /&gt;
**[[Conflux/Weapons Guide|Weapons Guide]]&lt;br /&gt;
&lt;br /&gt;
=== Selected Player Paths and Strategies ===&lt;br /&gt;
*[[Conflux/Parallax adventure Journal|Path of Parallax (Parallax&#039; adventure journal with the Maleficient Guild)]]&lt;br /&gt;
*[[Conflux/Path of Antman|Path of Antman]]&lt;br /&gt;
*[[Conflux/Path of Beowuuf|Path of Beowuuf]]&lt;br /&gt;
*[[Conflux/Path of Joramund|Path of Joramun]]&lt;br /&gt;
*[[Conflux/Path_of_Phoenix|Path of Phoenix]]&lt;br /&gt;
*[[Conflux/Zan&#039;s Exploration Guide|Zan&#039;s Exploration Guide]]&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
*[[Conflux/The story|The story]]&lt;br /&gt;
*[[Conflux/HiddenStoriesAndHistories|Hidden stories and histories]]&lt;br /&gt;
*[[Conflux/TheGuild|The guild]]&lt;br /&gt;
*[[Conflux/LeadersAndNotedMembers|Leaders and noted members]]&lt;br /&gt;
*[[Conflux/Items/Scrolls|Scrolls]]&lt;br /&gt;
*[[Conflux/Effects|Effects]]&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
*[[ConfluxTech:Main_Page|ConfluxTech]] (restricted zone, ask [[user:Paul Stevens]] for permission)&lt;br /&gt;
&lt;br /&gt;
[[Category:Conflux|Conflux]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=Conflux&amp;diff=3241</id>
		<title>Conflux</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=Conflux&amp;diff=3241"/>
		<updated>2017-12-10T15:08:35Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Conflux Versions */  link update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to Conflux ==&lt;br /&gt;
[[image:Conflux_entrance.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
*[[Conflux/What is Conflux|What is Conflux?]]&lt;br /&gt;
&lt;br /&gt;
=== Included Documentation ===&lt;br /&gt;
*[[Conflux/Dungeon description|Dungeon description]]&lt;br /&gt;
*[[Conflux/Fragments of the annals of the Guilds|Fragment of the annals of the Guilds]]&lt;br /&gt;
*[[Conflux/Runes|Runes]]&lt;br /&gt;
*[[Conflux/Sealed letter from the Council|Sealed Letter from the Council]]&lt;br /&gt;
*[[Conflux/Included tips|Tips]]&lt;br /&gt;
*[[Conflux/Credits|Credits]]&lt;br /&gt;
*[[Conflux/Changelog|Complete Conflux version history]] (current WIP006; 17-Dec-14 18:14)&lt;br /&gt;
&lt;br /&gt;
== Download Conflux ==&lt;br /&gt;
You need the game files from the links below as well as CSBwin for your operating system.&amp;lt;br&amp;gt;&lt;br /&gt;
Normally there is a CSBwin executable (in most cases for Windows) packaged together with Conflux, but you should try to obtain the latest version for your operating system. Older versions have more bugs and/or less features.&amp;lt;br&amp;gt;&lt;br /&gt;
A few examples:&lt;br /&gt;
*Versions for Linux/x86 up to 12.1 (12.100) do not have the graphical overlay, you won&#039;t see all game effects (no shaking screen, no &amp;quot;underwater&amp;quot; effect, less beautiful flood effect, no darkness in the Chamber of Darkness,…).&lt;br /&gt;
*In version 12.2 is a bug fixed which prevents the generation of more items if some limiting numbers are reached. With the change, massive piles of superflouous objects get deleted as intended. Without it, you will eventually end up to be unable to generate plasmas with &amp;lt;runes&amp;gt;ZO KATH RA&amp;lt;/runes&amp;gt; or take coins out of purses because the Canteen constantly generates food until the upper object limit is reached.&lt;br /&gt;
&lt;br /&gt;
=== Conflux Versions ===&lt;br /&gt;
As a new player, try always the latest Conflux version first, it includes all recent additions and bug fixes! New additions to this Wiki are also based on the latest version. You won&#039;t see all changes if you continue playing a saved game from an older Conflux version with a newer Conflux version, you have to start a new game in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://s000.tinyupload.com/index.php?file_id=77811512084042691762 Conflux III Work In Progress 8] This version is based on version 3.5B8 below and is unencrypted, so can be examined with the Swoosh Construction Kit. If the link is down you can find it too in the [https://onedrive.live.com/?authkey=%21AIK3rjKY0b5%5Fra8&amp;amp;id=240A1D18BAED6EC0%21109&amp;amp;cid=240A1D18BAED6EC0 shared Onedrive for custom dungeons].&lt;br /&gt;
*[http://dianneandpaul.net/CSBwin/Conflux_3.5_B8.7z Conflux III.5 Beta 8] This is probably the most commonly used version; most of the Wiki information used to be based on this one.&lt;br /&gt;
*[http://www.dianneandpaul.net/CSBwin/WinCE2002_Conflux3Bugfix3.zip Conflux III Bugfix 3] Old Conflux III version packaged with CSBwin for Windows CE 2002 (for Jornada handheld computers)&lt;br /&gt;
*[http://www.dianneandpaul.net/CSBwin/ConfluxIITest.rar Conflux II Test] Conflux II version from Februrary 2004&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
Those sites have CSBwin and/or Conflux downloads available:&lt;br /&gt;
*[http://www.cyberskald.com/conflux/ Conflux download site] Look here for the most recent Conflux version and a current Linux/x86 version of CSBwin.&lt;br /&gt;
*[http://www.dianneandpaul.net/CSBwin/ Paul Stevens&#039; download site] Look here first for the most recent CSBwin version (at least for Windows).&lt;br /&gt;
*[http://dmweb.free.fr/?q=node/851 CSBwin download and information page on the Dungeon Master Encyclopaedia]&lt;br /&gt;
&lt;br /&gt;
== Playing Conflux ==&lt;br /&gt;
[[image:Conflux_welcome.gif]]&lt;br /&gt;
&lt;br /&gt;
The following may be seen a &#039;&#039;Walkthrough&#039;&#039; for &#039;&#039;&#039;Conflux&#039;&#039;&#039;. It can also be described as a &#039;&#039;collective effort to decrypt &#039;&#039;&#039;Conflux&#039;&#039;&#039; wealth&#039;&#039;. Do not read further if you want to discover the incredibly complex world of this dungeon on your own.&lt;br /&gt;
&lt;br /&gt;
The collective effort may seem unfair to the creators of &#039;&#039;&#039;Conflux&#039;&#039;&#039;, but since &#039;&#039;&#039;Conflux&#039;&#039;&#039; is probably the biggest custom dungeon available, and also one of the most magical, it seems that no one human being can explore all areas. Explicit spoiling is not the aim of these wiki articles, but rather helping lost adventurers to find their way through this wonder.  Towards this end, spoiler tags have been added to articles, when appropriate, to provide solutions for the truly frustrated, but the player is encouraged to experiment before seeking out this information. Spoilers will show up as &amp;quot;Show Text&amp;quot; in your browser and must be clicked on to reveal the hidden text.  There is often more than one way to do things, so you might even discover, through experimentation, methods not even listed in these pages.&lt;br /&gt;
&lt;br /&gt;
=== Summary Overview ===&lt;br /&gt;
*[[Conflux/Guild Champions|The Guild Champions]]&lt;br /&gt;
*Monster Guides&lt;br /&gt;
**[[Conflux/Creatures|Creatures]]&lt;br /&gt;
**[[Conflux/Paragons of Evil and Supernatural Forces|Paragons of Evil and Supernatural Forces]]&lt;br /&gt;
*[[Conflux/Spells|Spells]]&lt;br /&gt;
*[[Conflux/Places|Places]]&lt;br /&gt;
*[[Conflux/Videos|Videos]]&lt;br /&gt;
*[[Conflux/FAQ|FAQ]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Topics ===&lt;br /&gt;
*Champions&lt;br /&gt;
**[[Conflux/Advanced Guide for Champion Selection|Advanced Guide for Champion Selection]]&lt;br /&gt;
**[[Conflux/Champions of the Crypt|Champions of the Crypt]]&lt;br /&gt;
**[[Conflux/Guild Special Abilities|Guild Special Abilities]]&lt;br /&gt;
**[[Conflux/HiddenChampions|Hidden champions]]&lt;br /&gt;
*Miscellaneous &lt;br /&gt;
**[[Conflux/Levels|Levels]]&lt;br /&gt;
**[[Conflux/Random texts|Random text collection with questions and answers]]&lt;br /&gt;
*Quests&lt;br /&gt;
**[[Conflux/Quests|Quests]]&lt;br /&gt;
**[[Conflux/Competition|The Competition]]&lt;br /&gt;
*Technical Guides&lt;br /&gt;
**[[Conflux/Alchemy Guide|Alchemy Guide]]&lt;br /&gt;
**[[Conflux/Illness|Illness]]&lt;br /&gt;
**[[Conflux/Items|Items]]&lt;br /&gt;
**[[Conflux/Monster Attributes|Monster Abilities and Vulnerabilities]]&lt;br /&gt;
**[[Conflux/Scrolls of Teleportation|Scrolls of Teleportation]]&lt;br /&gt;
**[[Conflux/The Cerberus|The Cerberus]]&lt;br /&gt;
**[[Conflux/Unique Items|Unique Items]]&lt;br /&gt;
**[[Conflux/Weapons Guide|Weapons Guide]]&lt;br /&gt;
&lt;br /&gt;
=== Selected Player Paths and Strategies ===&lt;br /&gt;
*[[Conflux/Parallax adventure Journal|Path of Parallax (Parallax&#039; adventure journal with the Maleficient Guild)]]&lt;br /&gt;
*[[Conflux/Path of Antman|Path of Antman]]&lt;br /&gt;
*[[Conflux/Path of Beowuuf|Path of Beowuuf]]&lt;br /&gt;
*[[Conflux/Path of Joramund|Path of Joramun]]&lt;br /&gt;
*[[Conflux/Path_of_Phoenix|Path of Phoenix]]&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
*[[Conflux/The story|The story]]&lt;br /&gt;
*[[Conflux/HiddenStoriesAndHistories|Hidden stories and histories]]&lt;br /&gt;
*[[Conflux/TheGuild|The guild]]&lt;br /&gt;
*[[Conflux/LeadersAndNotedMembers|Leaders and noted members]]&lt;br /&gt;
*[[Conflux/Items/Scrolls|Scrolls]]&lt;br /&gt;
*[[Conflux/Effects|Effects]]&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
*[[ConfluxTech:Main_Page|ConfluxTech]] (restricted zone, ask [[user:Paul Stevens]] for permission)&lt;br /&gt;
&lt;br /&gt;
[[Category:Conflux|Conflux]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=Conflux&amp;diff=2002</id>
		<title>Conflux</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=Conflux&amp;diff=2002"/>
		<updated>2011-12-10T21:12:32Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Download Conflux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to Conflux ==&lt;br /&gt;
[[image:Conflux_entrance.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
* [[Conflux/What is Conflux|What is Conflux ?]]&lt;br /&gt;
&lt;br /&gt;
=== Included Documentation ===&lt;br /&gt;
* [[Conflux/Dungeon description|Dungeon description]]&lt;br /&gt;
* [[Conflux/Fragments of the annals of the Guilds|Fragment of the annals of the Guilds]]&lt;br /&gt;
* [[Conflux/Runes|Runes]]&lt;br /&gt;
* [[Conflux/Sealed letter from the Council|Sealed Letter from the Council]]&lt;br /&gt;
* [[Conflux/Included tips|Tips]]&lt;br /&gt;
* [[Conflux/Credits|Credits]]&lt;br /&gt;
&lt;br /&gt;
== Download Conflux ==&lt;br /&gt;
http://dianneandpaul.net/CSBwin/Conflux_3.5_B8.7z&lt;br /&gt;
&lt;br /&gt;
== Playing Conflux ==&lt;br /&gt;
[[image:Conflux_welcome.gif]]&lt;br /&gt;
&lt;br /&gt;
The following may be seen has a &#039;&#039;Walkthrough&#039;&#039; for &#039;&#039;&#039;Conflux&#039;&#039;&#039;. It can also be described as a &#039;&#039;collective effort to decrypt &#039;&#039;&#039;Conflux&#039;&#039;&#039; wealth&#039;&#039;. Do not read further if you want to discover the incredibly complex world of this dungeon.&lt;br /&gt;
&lt;br /&gt;
The collective effort may seems unfair to the creators of &#039;&#039;&#039;Conflux&#039;&#039;&#039;, but since &#039;&#039;&#039;Conflux&#039;&#039;&#039; is probably the bigger custom dungeon available, and also one of the most magical, it seems that no one human being can explore every areas. Spoiling it is not the aim of these wiki articles, but rather helping lost adventurers, helping them to find their way through this wonder.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
* [[Conflux/Creatures|Creatures]]&lt;br /&gt;
* [[Conflux/Guild Champions|The Guild Champions]]&lt;br /&gt;
* [[Conflux/Spells|Spells]]&lt;br /&gt;
* [[Conflux/Places|Places]]&lt;br /&gt;
* [[Conflux/Videos|Videos]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
*[[Conflux/Competition|Competition]]&lt;br /&gt;
*[[Conflux/Items|Items]]&lt;br /&gt;
*[[Conflux/Unique Items|Unique items (guild and guild member items)]]&lt;br /&gt;
*[[Conflux/Weapons Guide|Weapons Guide]]&lt;br /&gt;
*[[Conflux/Random texts|Random texts]]&lt;br /&gt;
*[[Conflux/Levels|Levels]]&lt;br /&gt;
*[[Conflux/Levels notes|Levels notes]]&lt;br /&gt;
&lt;br /&gt;
=== Recommended paths and strategies ===&lt;br /&gt;
* [[Path of Parallax]]&lt;br /&gt;
* [[Path of Antman]]&lt;br /&gt;
* [[Path of Beowuuf]]&lt;br /&gt;
* [[Path of Joramund]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*[[Conflux/FAQ|FAQ]]&lt;br /&gt;
*[[Conflux/Parallax adventure Journal|Parallax adventure journal]]&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
*[[Conflux/The story|The story]]&lt;br /&gt;
*[[Conflux/HiddenStoriesAndHistories|Hidden stories and histories]]&lt;br /&gt;
*[[Conflux/TheGuild|The guild]]&lt;br /&gt;
*[[Conflux/LeadersAndNotedMembers|Leaders and noted members]]&lt;br /&gt;
*[[Conflux/HiddenChampions|Hidden champions]]&lt;br /&gt;
*[[Conflux/QuestItems|Quest items]]&lt;br /&gt;
*[[Conflux/Scrolls|Scrolls]]&lt;br /&gt;
*[[Conflux/Effects|Effects]]&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
* [[ConfluxTech:Main_Page|ConfluxTech]] (restricted zone, ask [[user:Paul Stevens]] for permission)&lt;br /&gt;
&lt;br /&gt;
[[Category:Conflux| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=Conflux/What_is_Conflux&amp;diff=1995</id>
		<title>Conflux/What is Conflux</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=Conflux/What_is_Conflux&amp;diff=1995"/>
		<updated>2011-10-29T21:41:07Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Ok, seriously, what is Conflux ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= What is Conflux? =&lt;br /&gt;
&lt;br /&gt;
Conflux is a fan-made custom dungeon for the seminal 20 year old dungeon crawler computer game &#039;&#039;&#039;Dungeon Master&#039;&#039;&#039;. &#039;&#039;&#039;Dungeon Master&#039;&#039;&#039; is still beloved of many fans worldwide, and various tools have been created over the years to help edit the dungeon layout and increase the limited graphics sets.&lt;br /&gt;
&lt;br /&gt;
No custom dungeon has done more to push fan&#039;s efforts into increasing this than Conflux, the twisted, wonderful and awe inspiring creation of Benjamin Prieu (aka Zyx).&lt;br /&gt;
&lt;br /&gt;
=== Is Conflux III a sequel of Conflux II ? ===&lt;br /&gt;
Although there are three series of dungeons, they are not sequels, merely stages of the dungeon as it has evolved and grown.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflux I&#039;&#039;&#039; was a basic DM custom dungeon released for the PC version of the engine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflux II&#039;&#039;&#039; took advantage of the work of Paul Stevens in creating a PC version of the expansion/sequel to DM, &#039;&#039;&#039;Chaos Strikes Back&#039;&#039;&#039;. That engine had only been available on the Atari and Amiga, but after porting it to Windows, Paul expanded the engine in terms of editability, allowing the designer to create myriads of skins for monsters and levels, and, very importantly, creating a pseudo code that allows many of the seemingly immuteable engine limitations to be broken and circumvented by an able designer.&amp;lt;br&amp;gt;Conflux II was created when zyx ported his dungeon to this engine, and it was this dungeon that pushed this clone to breaking point, turning a simple porting of an engine into a powerhouse when compared to the original game. The ability to interrupt both player commands and monster actions has seen surprising results, as well as the ability to generate complex state machines to power otherwise simple dungeon mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflux III&#039;&#039;&#039; is the latest (final?) release of this dungeon series, where the enhanced custom graphics, monster skinning, and engine capability is showcased.&lt;br /&gt;
&lt;br /&gt;
=== Ok, seriously, what is Conflux ? ===&lt;br /&gt;
&lt;br /&gt;
Conflux is a fan-made custom dungeon.  It is a basic dungeon crawl over many levels. Like the offical expansion &#039;&#039;&#039;Chaos Strikes Back&#039;&#039;&#039;, Conflux is a very non-linear affair.  Unlike that dungeon, Conflux allows you to explore the various realms of the undercity freely. While there are central quests, there are many endings.  Party choice matters, one of the fundamental original ideas.  Waiting to retrieve the guild leaders allows access to their endings.  Possessing a certain character, especially a guild guide, allows you to open secrets or gives you information.&lt;br /&gt;
&lt;br /&gt;
Conflux boasts many features not found in the original game - myriads of secrets and side quests, and most importantly atmosphere by the bucketload.  Of course, a dungeon based upon a 20 year old game will not visually compare to anything today.  However, a good game is a good game, a good custom dungeon is a good custom dungeon, and conflux is a masterstroke of depth and genius ideas.&lt;br /&gt;
&lt;br /&gt;
Many graphics are borrowed from classic games; many items and even champions can be seen.  The dungeon has organically grown, and both this and the breaking point of the engine that tries to support it are sometimes evident.  It is hoped that any who play the dungeon will be able to ignore these niggles.&lt;br /&gt;
&lt;br /&gt;
For those who have not played the games, these pages will not be helpful - please, [http://dianneandpaul.net/CSBwin/Conflux_3.5_B8.7z download the game], and step into the weird and compelling world.&lt;br /&gt;
&lt;br /&gt;
Once you have started to beat your head repeatedly on the walls looking for inspiration, these pages may provide illumination and comfort.  Please feel free to request a username, and expand this knowledge base with your own findings!&lt;br /&gt;
&lt;br /&gt;
[[Category:Conflux|What is Conflux ?]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=Conflux&amp;diff=1843</id>
		<title>Conflux</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=Conflux&amp;diff=1843"/>
		<updated>2011-04-17T23:11:05Z</updated>

		<summary type="html">&lt;p&gt;Zyx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to Conflux ==&lt;br /&gt;
[[image:Conflux_entrance.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
* [[Conflux/What is Conflux|What is Conflux ?]]&lt;br /&gt;
&lt;br /&gt;
=== Included Documentation ===&lt;br /&gt;
* [[Conflux/Dungeon description|Dungeon description]]&lt;br /&gt;
* [[Conflux/Fragments of the annals of the Guilds|Fragment of the annals of the Guilds]]&lt;br /&gt;
* [[Conflux/Runes|Runes]]&lt;br /&gt;
* [[Conflux/Sealed letter from the Council|Sealed Letter from the Council]]&lt;br /&gt;
* [[Conflux/Included tips|Tips]]&lt;br /&gt;
* [[Conflux/Credits|Credits]]&lt;br /&gt;
&lt;br /&gt;
== Download Conflux ==&lt;br /&gt;
http://cyberskald.com/repository/Conflux_3.5_B6.zip&lt;br /&gt;
&lt;br /&gt;
== Playing Conflux ==&lt;br /&gt;
[[image:Conflux_welcome.gif]]&lt;br /&gt;
&lt;br /&gt;
The following may be seen has a &#039;&#039;Walkthrough&#039;&#039; for &#039;&#039;&#039;Conflux&#039;&#039;&#039;. It can also be described as a &#039;&#039;collective effort to decrypt &#039;&#039;&#039;Conflux&#039;&#039;&#039; wealth&#039;&#039;. Do not read further if you want to discover the incredibly complex world of this dungeon.&lt;br /&gt;
&lt;br /&gt;
The collective effort may seems unfair to the creators of &#039;&#039;&#039;Conflux&#039;&#039;&#039;, but since &#039;&#039;&#039;Conflux&#039;&#039;&#039; is probably the bigger custom dungeon available, and also one of the most magical, it seems that no one human being can explore every areas. Spoiling it is not the aim of these wiki articles, but rather helping lost adventurers, helping them to find their way through this wonder.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
* [[Conflux/Creatures|Creatures]]&lt;br /&gt;
* [[Conflux/Guild Champions|The Guild Champions]]&lt;br /&gt;
* [[Conflux/Spells|Spells]]&lt;br /&gt;
* [[Conflux/Places|Places]]&lt;br /&gt;
* [[Conflux/Videos|Videos]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
*[[Conflux/Competition|Competition]]&lt;br /&gt;
*[[Conflux/Items|Items]]&lt;br /&gt;
*[[Conflux/Unique Items|Unique items (guild and guild member items)]]&lt;br /&gt;
*[[Conflux/Weapons Guide|Weapons Guide]]&lt;br /&gt;
*[[Conflux/Random texts|Random texts]]&lt;br /&gt;
*[[Conflux/Levels|Levels]]&lt;br /&gt;
*[[Conflux/Levels notes|Levels notes]]&lt;br /&gt;
&lt;br /&gt;
=== Recommended paths and strategies ===&lt;br /&gt;
* [[Path of Parallax]]&lt;br /&gt;
* [[Path of Antman]]&lt;br /&gt;
* [[Path of Beowuuf]]&lt;br /&gt;
* [[Path of Joramund]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*[[Conflux/FAQ|FAQ]]&lt;br /&gt;
*[[Conflux/Parallax adventure Journal|Parallax adventure journal]]&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
*[[Conflux/The story|The story]]&lt;br /&gt;
*[[Conflux/HiddenStoriesAndHistories|Hidden stories and histories]]&lt;br /&gt;
*[[Conflux/TheGuild|The guild]]&lt;br /&gt;
*[[Conflux/LeadersAndNotedMembers|Leaders and noted members]]&lt;br /&gt;
*[[Conflux/HiddenChampions|Hidden champions]]&lt;br /&gt;
*[[Conflux/QuestItems|Quest items]]&lt;br /&gt;
*[[Conflux/Scrolls|Scrolls]]&lt;br /&gt;
*[[Conflux/Effects|Effects]]&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
* [[ConfluxTech:Main_Page|ConfluxTech]] (restricted zone, ask [[user:Paul Stevens]] for permission)&lt;br /&gt;
&lt;br /&gt;
[[Category:Conflux| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=Conflux&amp;diff=1358</id>
		<title>Conflux</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=Conflux&amp;diff=1358"/>
		<updated>2010-07-12T12:31:17Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Misc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to Conflux ==&lt;br /&gt;
[[image:Conflux_entrance.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
* [[Conflux/What is Conflux|What is Conflux ?]]&lt;br /&gt;
&lt;br /&gt;
=== Included Documentation ===&lt;br /&gt;
* [[Conflux/Dungeon description|Dungeon description]]&lt;br /&gt;
* [[Conflux/Fragments of the annals of the Guilds|Fragment of the annals of the Guilds]]&lt;br /&gt;
* [[Conflux/Runes|Runes]]&lt;br /&gt;
* [[Conflux/Sealed letter from the Council|Sealed Letter from the Council]]&lt;br /&gt;
* [[Conflux/Included tips|Tips]]&lt;br /&gt;
* [[Conflux/Credits|Credits]]&lt;br /&gt;
&lt;br /&gt;
== Playing Conflux ==&lt;br /&gt;
[[image:Conflux_welcome.gif]]&lt;br /&gt;
&lt;br /&gt;
The following may be seen has a &#039;&#039;Walkthrough&#039;&#039; for &#039;&#039;&#039;Conflux&#039;&#039;&#039;. It can also be described as a &#039;&#039;collective effort to decrypt &#039;&#039;&#039;Conflux&#039;&#039;&#039; wealth&#039;&#039;. Do not read further if you want to discover the incredibly complex world of this dungeon.&lt;br /&gt;
&lt;br /&gt;
The collective effort may seems unfair to the creators of &#039;&#039;&#039;Conflux&#039;&#039;&#039;, but since &#039;&#039;&#039;Conflux&#039;&#039;&#039; is probably the bigger custom dungeon available, and also one of the most magical, it seems that no one human being can explore every areas. Spoiling it is not the aim of these wiki articles, but rather helping lost adventurers, helping them to find their way through this wonder.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
* [[Conflux/Creatures|Creatures]]&lt;br /&gt;
* [[Conflux/Guild Champions|The Guild Champions]]&lt;br /&gt;
* [[Conflux/Spells|Spells]]&lt;br /&gt;
* [[Conflux/Places|Places]]&lt;br /&gt;
* [[Conflux/Videos|Videos]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
*[[Conflux/Competition|Competition]]&lt;br /&gt;
*[[Conflux/Items|Items]]&lt;br /&gt;
*[[Conflux/Unique Items|Unique items (guild and guild member items)]]&lt;br /&gt;
*[[Conflux/Weapons Guide|Weapons Guide]]&lt;br /&gt;
*[[Conflux/Random texts|Random texts]]&lt;br /&gt;
*[[Conflux/Levels|Levels]]&lt;br /&gt;
*[[Conflux/Levels notes|Levels notes]]&lt;br /&gt;
&lt;br /&gt;
=== Recommended paths and strategies ===&lt;br /&gt;
* [[Path of Parallax]]&lt;br /&gt;
* [[Path of Antman]]&lt;br /&gt;
* [[Path of Beowuuf]]&lt;br /&gt;
* [[Path of Joramund]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
*[[Conflux/FAQ|FAQ]]&lt;br /&gt;
*[[Conflux/Parallax adventure Journal|Parallax adventure journal]]&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
*[[Conflux/The story|The story]]&lt;br /&gt;
*[[Conflux/HiddenStoriesAndHistories|Hidden stories and histories]]&lt;br /&gt;
*[[Conflux/TheGuild|The guild]]&lt;br /&gt;
*[[Conflux/LeadersAndNotedMembers|Leaders and noted members]]&lt;br /&gt;
*[[Conflux/HiddenChampions|Hidden champions]]&lt;br /&gt;
*[[Conflux/QuestItems|Quest items]]&lt;br /&gt;
*[[Conflux/Scrolls|Scrolls]]&lt;br /&gt;
*[[Conflux/Effects|Effects]]&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
* [[ConfluxTech:Main_Page|ConfluxTech]] (restricted zone, ask [[user:Paul Stevens]] for permission)&lt;br /&gt;
&lt;br /&gt;
[[Category:Conflux| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=604</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=604"/>
		<updated>2008-10-16T18:22:35Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Slow Missile - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = 6 ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = 6 ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = 4 ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = 4 ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = 3 ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = 3 ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = 1 (maybe already fixed, to be checked) ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = 2 ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = 2 ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = 5 ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=603</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=603"/>
		<updated>2008-10-16T18:22:23Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Adding/Referencing flag in Missile - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = 6 ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = 4 ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = 4 ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = 3 ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = 3 ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = 1 (maybe already fixed, to be checked) ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = 2 ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = 2 ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = 5 ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=602</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=602"/>
		<updated>2008-10-16T18:21:48Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Floor decoration in stairwell - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = 4 ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = 4 ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = 3 ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = 3 ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = 1 (maybe already fixed, to be checked) ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = 2 ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = 2 ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = 5 ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=601</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=601"/>
		<updated>2008-10-16T18:21:17Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* DSA start state limitation - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = 4 ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = 4 ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = 3 ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = 1 (maybe already fixed, to be checked) ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = 2 ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = 2 ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = 5 ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=600</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=600"/>
		<updated>2008-10-16T18:21:04Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* DSA function to get Skin Number - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = 4 ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = 4 ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = 1 (maybe already fixed, to be checked) ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = 2 ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = 2 ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = 5 ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=599</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=599"/>
		<updated>2008-10-16T18:20:41Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Using DSA as data - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = 4 ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = 1 (maybe already fixed, to be checked) ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = 2 ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = 2 ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = 5 ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=598</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=598"/>
		<updated>2008-10-16T18:19:55Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* 3D floor decorations - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = 1 (maybe already fixed, to be checked) ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = 2 ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = 2 ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = 5 ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=597</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=597"/>
		<updated>2008-10-16T18:19:36Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Monster Poison/Magic resistance - Priority = 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = 1 (maybe already fixed, to be checked) ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = 2 ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = ? ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = 5 ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=596</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=596"/>
		<updated>2008-10-16T18:19:00Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Monster Poison/Magic resistance - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = 1 (maybe already fixed, to be checked) ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = 2 ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = ? ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = 2 ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=595</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=595"/>
		<updated>2008-10-16T18:18:33Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Graphic of dropped items missing - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = 1 (maybe already fixed, to be checked) ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = 2 ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = ? ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = ? ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=594</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=594"/>
		<updated>2008-10-16T18:18:16Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Floor decoration glitch - Priority = 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = 1 (maybe already fixed, to be checked) ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = ? ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = ? ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = ? ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=593</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=593"/>
		<updated>2008-10-16T18:17:22Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Floor decoration glitch - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = 1 ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = ? ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = ? ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = ? ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=592</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=592"/>
		<updated>2008-10-16T18:16:55Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Mirroring decorations - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = 2 ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = ? ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = ? ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = ? ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = ? ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=591</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=591"/>
		<updated>2008-10-16T18:16:30Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Item Pick area too low - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = 1 ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = ? ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = ? ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = ? ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = ? ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = ? ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=589</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=589"/>
		<updated>2008-10-15T23:04:21Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* DSA function &amp;amp;DISTACEFROMPARTY - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = ? ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - DONE and FIXED ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = ? ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = ? ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = ? ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = ? ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = ? ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=588</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=588"/>
		<updated>2008-10-15T23:03:17Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Delayed Sound - Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - (Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA) ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = ? ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - Priority = ? ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = ? ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = ? ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = ? ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = ? ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = ? ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=587</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=587"/>
		<updated>2008-10-15T23:02:55Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Delayed Sound - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - Refused - Paul recommends sending a &amp;amp;MESSAGE to a sound DSA ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = ? ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - Priority = ? ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = ? ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = ? ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = ? ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = ? ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = ? ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=586</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=586"/>
		<updated>2008-10-15T23:00:50Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* DSA function to slow party - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Already coded, should be tested ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - Priority = ? ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = ? ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - Priority = ? ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = ? ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = ? ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = ? ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = ? ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = ? ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
	<entry>
		<id>https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=585</id>
		<title>CSBwin/Bugs and Requests</title>
		<link rel="alternate" type="text/html" href="https://dmwiki.atomas.com/w/index.php?title=CSBwin/Bugs_and_Requests&amp;diff=585"/>
		<updated>2008-10-15T22:59:58Z</updated>

		<summary type="html">&lt;p&gt;Zyx: /* Alternate Froor Decoration Glitched - Priority = ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Froor Decoration Glitched - FIXED ==&lt;br /&gt;
&lt;br /&gt;
this alternate floor decoration is glitched, I don&#039;t know why. It&#039;s the concatenation of group0.txt (54bytes+2) and F.bin (800bytes)&lt;br /&gt;
	I checked the floordec000.bin that came in the construct torch, and it doesn&#039;t have the two bytes of zero after the 54bytes of the descryptor, yet the documentation states that they should be there since 54 is not a multiple of 4.&lt;br /&gt;
	Just for the sake of it, I tried using only 54 bytes instead of 56 with my alternate decoration, and the view 8 is correct, the other glitched. With 56 bytes everything is glitched.&lt;br /&gt;
&lt;br /&gt;
== DSA function to slow party - Priority = ? ==&lt;br /&gt;
2) would it be possible, through a DSA instruction, to slow down the party for their next step, as when heavily loaded?&lt;br /&gt;
- The slow down counter would decrease for each step taken. (if a counter is not technically possible, the effect would simply be gone as soon as the party makes a step.)&lt;br /&gt;
- Turning would be slowed too but it wouldn&#039;t decrease the counter.&lt;br /&gt;
&lt;br /&gt;
== Adding/Referencing flag in Missile - Priority = ? ==&lt;br /&gt;
3) about missiles, I saw the thread on the forum... great ideas!&lt;br /&gt;
out of joke, I&#039;d like to be able use one of the unsed byte as a flag. &lt;br /&gt;
I would set it during the &amp;amp;CAST, &amp;amp;FILTEREDCAST, &amp;amp;THROW, so I cand find it later in the MissileEncounterFilter.&lt;br /&gt;
(maybe with a &amp;amp;FLAG operator, so you don&#039;t have to change the current syntax of the current commands?)&lt;br /&gt;
If you allow me to change the direction besides cancelling the impact, I would have a lot of fun.&lt;br /&gt;
&lt;br /&gt;
== Slow Missile - Priority = ? ==&lt;br /&gt;
4) Another interesting idea: the slow missile. is it possible to use a byte as a flag telling if it is a normal or slow missile?&lt;br /&gt;
&lt;br /&gt;
== Delayed Sound - Priority = ? ==&lt;br /&gt;
6) &amp;amp;SOUND ( SoundNumber attenuation(divisor) flags ... )&lt;br /&gt;
could the flags be used as delay before hearing the sound?&lt;br /&gt;
&lt;br /&gt;
== Item Pick area too low - Priority = ? ==&lt;br /&gt;
2) for certain items, in CSBwin, when you click on them on the floor to pick them up, the responsive area the the click is like 2 pixels too low.&lt;br /&gt;
ie, if you click under the item, you pick it up, and if you click on its upper border, nothing happens.&lt;br /&gt;
try the magic box (blue) named MAGIC PURSE in this graphics.dat.&lt;br /&gt;
&lt;br /&gt;
== DSA function &amp;amp;DISTACEFROMPARTY - Priority = ? ==&lt;br /&gt;
3) I&#039;m thinking about making a few selected animated floor and wall decorations.&lt;br /&gt;
this time I&#039;m not forgetting about the possible choking of the CPU.&lt;br /&gt;
The most frequent operation that will occur will be to check if the party is on the level and near the DSA.&lt;br /&gt;
would it be possible to create a command like this:&lt;br /&gt;
&amp;amp;DISTANCEFROMPARTY (location  . . .  Distance)&lt;br /&gt;
Distance would be -1 if the party is not on the same level than location&lt;br /&gt;
otherwise, distance is the number of tiles between location and the party (x + y), 0 meaning the party is on the location.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;PARTYDISTANCE with CSBuild 3.01 gives an error of DSA code when I close/open the DSA containing this instruction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using DSA as data - Priority = ? ==&lt;br /&gt;
4) I have a great idea about a flood, but I&#039;d need the following commands:&lt;br /&gt;
&amp;amp;DSATYPE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to 255 when a DSA&lt;br /&gt;
&amp;amp;DSASTATE (ObjectID  . . .  DSAType) yields -1 when it&#039;s not a DSA, 0 to err, 200000? when a DSA&lt;br /&gt;
&amp;amp;DSA_A (ObjectID  . . .  DSA_A) yields -1 when it&#039;s not a DSA, parameter A when a DSA&lt;br /&gt;
&amp;amp;DSA_B (ObjectID  . . .  DSA_B) yields -1 when it&#039;s not a DSA, parameter B when a DSA&lt;br /&gt;
&lt;br /&gt;
== Mirroring decorations - Priority = ? ==&lt;br /&gt;
1) I wanted to set a mirroring effect for north and east, which should give the flags: 00 06&lt;br /&gt;
but nothing happens. It only works if I also set mirroring for the 9 views: FF 07.&lt;br /&gt;
Yes, this is as you said, but then how could I set a north and west mirrorring AND a mirroring for views 0,4,7 for example?&lt;br /&gt;
I think that it should be a XOR operation, not an AND: mirror if facing bit XOR tile bit is set, otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
== DSA function to get Skin Number - Priority = ? ==&lt;br /&gt;
2) it would be interesting to be able, through a DSA, to know the skin number associated to a location.&lt;br /&gt;
this would allow me to link rules directly to skins (no fireball when on a tile with an aquatic skin, for example)&lt;br /&gt;
&lt;br /&gt;
== Floor decoration in stairwell - Priority = ? ==&lt;br /&gt;
could the floor decorations be visible on staircases?&lt;br /&gt;
&lt;br /&gt;
== DSA start state limitation - Priority = ? ==&lt;br /&gt;
the starting state of a DSA can only be between 0 and 15. is it on purpose?&lt;br /&gt;
&lt;br /&gt;
== Floor decoration glitch - Priority = ? ==&lt;br /&gt;
just to test the extreme case, I made a 244 x 136 floor (see attachment)&lt;br /&gt;
views 0 and 2 are glitched because they should be cut off.&lt;br /&gt;
views 6,7 and 8  are glitched due to the width of 224.&lt;br /&gt;
&lt;br /&gt;
== Request Overlay transparent color - Completed ==&lt;br /&gt;
About &amp;amp;overlay: I was wondering if it would be possible to define a transparent color for the viewport overlays since p1,p3 and p4 are not used.&lt;br /&gt;
&lt;br /&gt;
I have implemented this in CSBwin10.093. See documentation at:http://www.dianneandpaul.net/CSBwin/documentation/ViewportOverlay.html&lt;br /&gt;
&lt;br /&gt;
Paul 15 October 2008&lt;br /&gt;
&lt;br /&gt;
== Graphic of dropped items missing - Priority = ? ==&lt;br /&gt;
if at runtime I drop (through a &amp;amp;ADD or a monster dying) an actuator or a decoration DSA on the floor, the graphic won&#039;t appear if there are items on the floor. I have to remove the items to make the graphic appear.&lt;br /&gt;
&lt;br /&gt;
== 3D floor decorations - Priority = ? ==&lt;br /&gt;
I&#039;d like to make floor decorations with height, which means that items on the far side of the tile should be drawn before drawing the tile decoration, as for doors. Could you have a try about this bit in the floor descriptors to behave like doors?&lt;br /&gt;
&lt;br /&gt;
== Monster Poison/Magic resistance - Priority = ? ==&lt;br /&gt;
from the documentation published by Christophe, for monsters descriptors:&lt;br /&gt;
12h (18) 1 word (big endian):&lt;br /&gt;
&lt;br /&gt;
    * Bits 15-12: Unused, always 0.&lt;br /&gt;
    * Bits 11-8: Poison resistance (Clouds and Bolts). Value 15 means the creature is immune.&lt;br /&gt;
    * Bits 7-4: Fire resistance (Magic resistance). Value 15 means the creature is immune. Does it apply only to fire or all magic?&lt;br /&gt;
&lt;br /&gt;
The resistances, thus, are wether a complete vulnerability or a complete immunity.&lt;br /&gt;
&lt;br /&gt;
Would it be possible, to compute partial resistances when the value is between 1 and 14 (included)?&lt;br /&gt;
For backward compatibility, put a general check in CSBuild for the dungeon: &amp;quot;allow partial resistances for monsters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Playback bug when clicking on Prison Door - Priority = ? ==&lt;br /&gt;
I think the bug that was fixed involved left clicking in the game&lt;br /&gt;
loaded screen, this one involves right clicking. Anyway, I was able to&lt;br /&gt;
recreate the bug with the latest version, 10.089, from constructtorch.&lt;br /&gt;
How about the game I tried to splice the logs of? I don&#039;t won&#039;t to&lt;br /&gt;
keep playing until I can make it work. Something weird happens when I&lt;br /&gt;
try to cast a YA spell. For some reason in the playback I have less&lt;br /&gt;
mana at the point I try to cast it than I did in the actual game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CSBwin| ]]&lt;/div&gt;</summary>
		<author><name>Zyx</name></author>
	</entry>
</feed>