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what would you like to see in the next OHR update
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Uncommon
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PostPosted: Thu Oct 30, 2003 3:59 pm    Post subject: Reply with quote

And a "check money" command, too. That's something that should have been made a long time ago...
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Aethereal
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PostPosted: Thu Oct 30, 2003 7:04 pm    Post subject: Reply with quote

Psst, Uncommon. The following will check for an amount money:

Code:

if(paymoney(n)) #Replace n with an amount or another variable
then(
            #blah blah
        )
end

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TMC
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PostPosted: Thu Oct 30, 2003 9:23 pm    Post subject: Reply with quote

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.
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LeRoy_Leo
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PostPosted: Thu Oct 30, 2003 9:25 pm    Post subject: Reply with quote

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. Big grin
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Flamer
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PostPosted: Fri Oct 31, 2003 12:50 am    Post subject: Reply with quote

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...
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LeRoy_Leo
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PostPosted: Fri Oct 31, 2003 11:45 am    Post subject: Reply with quote

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.
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Minnek
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PostPosted: Fri Oct 31, 2003 12:45 pm    Post subject: Reply with quote

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 Ha ha ha!
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Shadowiii
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PostPosted: Fri Oct 31, 2003 12:57 pm    Post subject: Reply with quote

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...
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PostPosted: Fri Oct 31, 2003 1:05 pm    Post subject: Reply with quote

Shadowiii, you can improvise by using autonumber scripts.
Code:

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
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PostPosted: Sat Nov 01, 2003 2:45 pm    Post subject: Reply with quote

Leroy, you could always change it in "Global Text Strings"...
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Minnek
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PostPosted: Sat Nov 01, 2003 2:59 pm    Post subject: Reply with quote

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. Big grin
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Shadowiii
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PostPosted: Sat Nov 01, 2003 7:57 pm    Post subject: Reply with quote

Aeth - Yeah, thanks. But I'd still like the command, for simplicity's sake.
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Shadowiii
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PostPosted: Tue Nov 04, 2003 10:46 pm    Post subject: Reply with quote

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.
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Flamer
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PostPosted: Tue Nov 04, 2003 11:11 pm    Post subject: Reply with quote

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.
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(no offense to anyone that was mentioned)
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Shadowiii
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PostPosted: Thu Mar 25, 2004 7:58 am    Post subject: Reply with quote

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.
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