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Me HI.

Joined: 30 Mar 2003 Posts: 870 Location: MY CUSTOM TITLE CAME BACK
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Posted: Wed Jul 21, 2004 9:32 am Post subject: |
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GoatChild, obviously. _________________ UP DOWN UP DOWN LEFT LEFT RIGHT RIGHT A B START |
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Dan the Man Entertainment
Joined: 31 May 2003 Posts: 204
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Posted: Mon Aug 02, 2004 4:02 pm Post subject: |
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Here we go:
Spell list editing.
Instead of three spell lists being already there for heroes, I'd like to see
(pick spell list). And, of course, there'd have to be edit spell lists in the custom. Finally, plotscripting commands (add spell list (hero, list, slot), remove spell list (hero, slot), find spell list (slot), hero has spell list (list), etc.).
I apologize if I revived this thread, but I felt I just HAD to get these ideas up. |
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Jack the fool

Joined: 30 Jul 2004 Posts: 773
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Posted: Sun Aug 08, 2004 9:04 am Post subject: |
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when making a shop and editing the items in the shop. there is the ability to have the shop item tradeable with an inventory item, but you can pick only 1 inventory item thats tradeable with it.
idea 1: there should be more than just 1 item you could pick for trading.
this would be a useful thing for alchemy.
example - you need an eye of newt and a rose petal to make the hp potion
idea 2: if there could be a list of items and you could check off which items would be tradeable with the item in the shop. this could be used for bartering with the shop owner.
example - you can trade either the apple or the orange for the banana _________________
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Squall is fantastic

Joined: 02 Feb 2003 Posts: 758 Location: Nampa, Idaho
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Posted: Sun Aug 08, 2004 9:54 am Post subject: |
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How about in the 'choice' sub menu for text boxes, you have an option to turn on/off X tag if one is selected, OR you can choose which text box is next for each text box. That would just make it a heck of a lot easier for conversations that you want to have choices for, but you don't want to make a tag for every yes/no question. _________________ You got film in my video game!
You got video game in my film! |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Sun Aug 08, 2004 10:12 am Post subject: |
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You can turn tags off with choices, Squall. Then just link it to the "tag-off" textbox, and put an "if tago on" link on that textbox.
It's really not that hard. |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sun Aug 08, 2004 6:18 pm Post subject: |
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| Except in certain circumstances, you really only need one tag for choices. It took me a while to realize, but now I just have one generic tag I call Choice which is only ever used for textbox choices. Having the chioce pick a "next" thing to do would be simpler, I suppose. |
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Squall is fantastic

Joined: 02 Feb 2003 Posts: 758 Location: Nampa, Idaho
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Posted: Tue Aug 10, 2004 7:03 pm Post subject: |
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I phrased that idiotically. What I meant by
| Quote: | | How about in the 'choice' sub menu for text boxes, you have an option to turn on/off X tag if one is selected, OR you can choose which text box is next for each text box. |
Is that you keep the already present option of turing tags on/off based on your choice, but ALSO be able to set which text box you go to just based on the choice. When you're doing simple things like a random villager asking you a yes/no questions, it just seems pointless to bring tags into the mix.
One more suggestion. A wander frequency feature. Perhaps a range from 1 to 100 that sets how often the NPC actually moves. 100 would mean the NPC never stands still, and a 1 means that the NPC stands around most of the time, and every once and a while, changes direction. That way, the NPC isn't just running around a room, but actually looks sort of realistic. You can give the NPCs a little more personality even without textboxes that way. _________________ You got film in my video game!
You got video game in my film! |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sat Aug 14, 2004 2:29 pm Post subject: |
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| How about in custom in the map data mode, where you can change tiles and place npcs and things, having a way to skip to a specific tile? Something like you push 'T' and then custom asks you which tile you want, you enter the X and Y numbers of the tile, and then it starts you there? This would make it easier to deal with really big maps. |
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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: Sat Aug 14, 2004 3:58 pm Post subject: |
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That's a nice idea, but until then use ALT to scroll around faster and TAB to bring up the "viewer". _________________
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sat Aug 14, 2004 4:04 pm Post subject: |
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Actually, if the scrolling speed were increased, that would also be good. _________________
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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Sun Aug 15, 2004 8:16 am Post subject: |
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I have never noticed a change in speed when holding ALT in that menu.
The best way to mess with the speed seems to be running with VDMS, minimizing, then returning. |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Sun Aug 15, 2004 12:43 pm Post subject: |
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| The speed doesn't actually change when you hold ALT, it just moves the screen instead of the cursor. |
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Minnek Conjurer

Joined: 03 Jun 2003 Posts: 430 Location: Somewhere
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Posted: Sun Aug 15, 2004 1:36 pm Post subject: |
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Hrm. I like the idea of speeding up the Alt key's scrolling speed, but leaving arrow key scrolling at the normal speed. (Arrow key scrolling being where the cursor reaches the edge of the screen and scrolls from there.) _________________ * SDHawk has joined #Minnek
SDHawk> AAAAAAAAAAAAAUUUUUUUUUGH
* SDHawk has left #Minnek (Leaving) |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Sun Aug 15, 2004 1:52 pm Post subject: |
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| Cursor scroll. |
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