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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Thu Oct 30, 2003 3:59 pm Post subject: |
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| And a "check money" command, too. That's something that should have been made a long time ago... |
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Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
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Posted: Thu Oct 30, 2003 7:04 pm Post subject: |
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Psst, Uncommon. The following will check for an amount money:
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if(paymoney(n)) #Replace n with an amount or another variable
then(
#blah blah
)
end |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Oct 30, 2003 9:23 pm Post subject: |
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YEah, but I think we really need a plain command to check the money...
As for the compiler inside custom, that would be awesome, but HSpeak is coded in Euphoria, and Custom is coded in QBasic. Of course, there always HPeak version 1 coded in QBasic, but that's anti-progress, and there would no doubt be not even near enough memory for that. Did I mention that version is also apparently way slower?
So much for the speed increase.
The global text strings: Exactly HOW will you change them? You can't pass strings to functions. I've tried using constants for each character, but that is extremely lengthy, hard, and slow. _________________ "It is so great it is insanely great." |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Thu Oct 30, 2003 9:25 pm Post subject: |
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Thatll do it? Blah blah? Of course I am not serious! I know what you mean!
Ok, I was late to this one, but I found something that really bugs me, and it sometimes makes me mess up.
-The extra hits function under dammage settings in attack editor in OHRRPGCE editor (wolfwood, and even paternoster) both say, well, Extra hits... Doesnt that mean how many hits besides the first (hence the word EXTRA?) I dont know why that bugs me as much as it does, but it is a minor thing that should be easy to change. What happens is it makes me at first think that the attack gets one extra hit because it starts at one. I think it should start at 0, or the name changed to just plain HITS... -----
Sorry if this already came up before I posted it. I must have skipped all the pages up to here since page 8ish, or so.  _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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Flamer The last guy on earth...

Joined: 04 Feb 2003 Posts: 725 Location: New Zealand (newly discovered)
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Posted: Fri Oct 31, 2003 12:50 am Post subject: |
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i thought that option only hits once if it was set to one and won't do an extra hit until it's set to two... _________________ If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch
(no offense to anyone that was mentioned) |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Fri Oct 31, 2003 11:45 am Post subject: |
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Well, that is what I meant to say. It says extra hits though, and that means more past the first hit. A minor problem that could esily be fixed, if Mr. Paige remembers to; or if he reads this, and then remembers to. _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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Minnek Conjurer

Joined: 03 Jun 2003 Posts: 430 Location: Somewhere
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Posted: Fri Oct 31, 2003 12:45 pm Post subject: |
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I think it's a good minor error fix, since hits is indeed more accurate. That or James could just .... well actually swapping the variable down one value position would screw up a lot of games. So... hits or bust  _________________ * SDHawk has joined #Minnek
SDHawk> AAAAAAAAAAAAAUUUUUUUUUGH
* SDHawk has left #Minnek (Leaving) |
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Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
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Posted: Fri Oct 31, 2003 12:57 pm Post subject: |
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A script that remembers music by number, can recall music by number, and a script that plays the map's default music.
That would fix Pitch Black so well... _________________ But enough talk, have at you! |
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Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
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Posted: Fri Oct 31, 2003 1:05 pm Post subject: |
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Shadowiii, you can improvise by using autonumber scripts.
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script, remember map default music, begin
#Make a global variable "mapmusic"
variable (n)
for (n, 1, 10, 1) #Replace the first 1 and 10 with the smallest map number used and the largest map number used
do(
if (current map == n)
then( set variable (mapmusic, n))
)
end
script, recall map default music, begin
if (mapmusic == 1)
then(
playsong (song:map 1's song) #Make sure the numbers match!
)
if (mapmusic == 2)
then(
playsong (song:map 2's song)
)
#And so on...
end
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Sat Nov 01, 2003 2:45 pm Post subject: |
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| Leroy, you could always change it in "Global Text Strings"... |
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Minnek Conjurer

Joined: 03 Jun 2003 Posts: 430 Location: Somewhere
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Posted: Sat Nov 01, 2003 2:59 pm Post subject: |
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He's speaking of the one in the Edit Attacks section, not the stat on the heros. Perhaps we should have mentioned it like that earlier...oh well, no matter.  _________________ * SDHawk has joined #Minnek
SDHawk> AAAAAAAAAAAAAUUUUUUUUUGH
* SDHawk has left #Minnek (Leaving) |
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Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
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Posted: Sat Nov 01, 2003 7:57 pm Post subject: |
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Aeth - Yeah, thanks. But I'd still like the command, for simplicity's sake. _________________ But enough talk, have at you! |
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Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
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Posted: Tue Nov 04, 2003 10:46 pm Post subject: |
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Two more things.
1. Have an attack be able to be "Attack Enemy in Position # __". This would greatly help in the making of Battle "movies."
2. Have the option of spell-catagories that are empty not show up in the battle menu (similar to "magic" in FF6). I'm sick of playing newish games that don't have many spells implimented but have 6 different slots and 3 of them DONT HAVE ANY SPELLS IN THEM EVER. Plus it would remove battle clutter. _________________ But enough talk, have at you! |
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Flamer The last guy on earth...

Joined: 04 Feb 2003 Posts: 725 Location: New Zealand (newly discovered)
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Posted: Tue Nov 04, 2003 11:11 pm Post subject: |
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i vote for that request by shadow.
by the way shadow, you can use a textbox to restore the music...
| Code: | script, restore music, begin
show textbox(blank textbox with no border, but is set to restore music.)
advance textbox
end |
you may need to add a "wait(1)" after the show textbox. _________________ If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch
(no offense to anyone that was mentioned) |
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Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
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Posted: Thu Mar 25, 2004 7:58 am Post subject: |
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I'm reviving this thread because I feel it has some importance overall, plus I have something I want to see:
A brush tool. Not just a single pixel "pencil" tool, but a brush tool where you can set the width in pixels, etc. Perhaps choose whether the brush is square or round. This would greatly speed up pixelating large enemies. _________________ But enough talk, have at you! |
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