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New suggestions for the programmers
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Mon Jun 06, 2005 8:02 pm    Post subject: Reply with quote

Oooh; okay. I wondered why it was like that. You're right; it does make perfect sense.

I was thinking of an export function in CUSTOM.EXE that would export the text into an appropriately formatted *.TXT file. A corresponding function in CUSTOM.EXE would import an appropriately formatted *.TXT file. This would allow third-party utilities (*coughwordpadcough*) to store and edit text. This would make it much more easy for multiple people to work on a project.

How about an "on equipment change()" script? This would be extremely useful for 1) walkabouts and hero graphics that depend on equipment, and 2) attacks in the spell lists that depend on equipment. Using the "each step" script works okay, but the info wouldn't refresh until the character has moved. This would stink if the person changes equipment and the immediately saves.

Also, I wouldn't mind being able to choose a nice neutral colour for the background/invisible colour when I edit NPCs. Having a black background makes it difficult to judge the effect of outlines and such.

Thanks for the consideration.
-B
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Jun 07, 2005 1:11 am    Post subject: Reply with quote

1. Isn't that exactly the same as using a textbox?

2. That really wouldn't work. You couldn't possibly call the script every tick, tags are perfect for this.

3. Actually, this sounds interesting. It would be pretty neat. (Warning: "pretty neat" probably means "cool if someone else did it")

4. Probably won't happen because, as you say, it comes out to bloat. Bloat is the word right now.


Also, I think someone *may* have been thinking about an extetnal textbox editor or importer/exporter. Actually, I think it was ysoft, and I was trying to argue him into making it awesome.
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Inferior Minion
Metric Ruler



Joined: 03 Jan 2003
Posts: 741
Location: Santa Barbara, CA

PostPosted: Tue Jun 07, 2005 5:17 am    Post subject: Reply with quote

SDHawk was writing one, I believe. Called it Say. I don't know what happened to it, but I remember him showing off screenshots in IRC.
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Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Tue Jun 07, 2005 7:04 am    Post subject: Reply with quote

I too was making one, long before I knew how the textbox lump worked. I still have the basic program somewhere, and I *could* release it if I cleaned it up a bit. *snickers*
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Raekuul
Delicious!




Joined: 31 Mar 2004
Posts: 641
Location: Nowhere

PostPosted: Tue Jun 07, 2005 8:32 am    Post subject: Reply with quote

Inferior Minion wrote:
SDHawk was writing one, I believe. Called it Say. I don't know what happened to it, but I remember him showing off screenshots in IRC.

Are you thinking of Say_to_Txt? I still can't figure out how to make it work.
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rpgspotKahn
Lets see...




Joined: 16 May 2004
Posts: 720
Location: South Africa

PostPosted: Tue Jun 07, 2005 8:41 am    Post subject: Reply with quote

One thing I would like to request is larger textboxes.

And a cursor in the text editor - Something that can move backwards if you made small mistake on the first word in the sentance and you have to delete all the text to correct the mistake...
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Thu Jun 09, 2005 8:28 am    Post subject: Reply with quote

1.) The ability to execute scripts by their ID numbers.

2.) Scripts that return the system clock info.

That's all I can think of right now (as if I hadn't asked for enough).

Again, thanks for the consideration.
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Soule X




Joined: 13 Sep 2004
Posts: 131
Location: Indiana

PostPosted: Thu Jun 09, 2005 9:35 pm    Post subject: Reply with quote

It would be nice to be able to show an attack animation without having the person being attacked look like he just got hit.

It actually would be a nice feature, because you could link many animations together as one, without having the person being attacked react at every "sub-animation".

You could theoretically create a pretty complex summon using this technique. It also helps control the pacing of the attack animations. One of the major flaws, in my opinion, as far as battles are concerned, is that the attacks move way too fast. If you could seperate the frames into several linked attacks, it would look and feel much more like a console rpg.

I don't know if anyone else has toyed with this technique yet. I haven't really played any games that have implemented it, but like I said, you can already do it; it just doesn't look as good, because the attacked is bouncing around mid-attack.

Seems like a relatively easy thing to do. And I say that having a very limited programming knowledge. Happy
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Thu Jun 09, 2005 9:58 pm    Post subject: Reply with quote

Mr B wrote:
2.) Scripts that return the system clock info.



Seconded. This would be the most awesome thing to have. You could script scenes that only occur during certain parts of the day, so you'd have to play games at different times to get the full effect - ala some of the Pokemon games, etc.
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Fri Jun 10, 2005 12:02 pm    Post subject: Reply with quote

systemhour,systemminute, and systemsecond have been already implemented by pkmnfrk, don't know why it wasn't released in quarternion, but expect it in rusalka, also its in the special WIP version of ohr.
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Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Fri Jun 10, 2005 2:40 pm    Post subject: Reply with quote

What about day/month/year?
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Fri Jun 10, 2005 4:47 pm    Post subject: Reply with quote

3.) "On elemental deaths" for enemy spawning control. At it is, we have spawning for different "on elemental hit," but I can't control spawning for elemental deaths.

Why would I want that? I can think of a couple of reasons.

a) XP bonus weapons. I would like to have a weapon that has an elemental bitset of "2x XP" (or somesuch). When an enemy dies by an attack with this bitset, it would then spawn an invisible, 0 HP enemy that would give extra XP.

b) Same thing, only for 2x item drops.

I can't imagine having any more request ideas. We'll see...
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Jun 10, 2005 6:29 pm    Post subject: Reply with quote

1) Implemented.

2) Implemented.

3) I feel the battle system is somewhat limited in terms of complex reactions and attacks. You have to pull everything off with spawnings and chains, but several things can't spawn an enemy, and chains can only follow a linear path. I would like to add some other basic battlescripting "tool" or improve the current ones, but don't know how to.

Soule X: Yes, a bitset to not show enemy hits. Also, what would be cool would be a way to not have a delay between each part of a chained attack, for smooth animations. Those two go on my to do list.
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Soule X




Joined: 13 Sep 2004
Posts: 131
Location: Indiana

PostPosted: Sat Jun 11, 2005 10:28 pm    Post subject: Reply with quote

Quote:
2.) Scripts that return the system clock info.


OHR Animal Crossing? Sounds awesome. Happy


Quote:
Soule X: Yes, a bitset to not show enemy hits. Also, what would be cool would be a way to not have a delay between each part of a chained attack, for smooth animations. Those two go on my to do list.


Yes, that would be the perfect addition.
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Mon Jun 13, 2005 7:45 am    Post subject: Reply with quote

Moogle1 wrote:
What about day/month/year?


implemented by me.

systemday, systemmonth, systemyear
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