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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Mon Jun 20, 2005 11:29 am    Post subject: Reply with quote

pkmnfrk wrote:
#1... The primary problem with that is that scripts still can't run in battle.


Hmm? Well, yes, of course not. But I don't see why this would necessarily require a script. The script usage to which I refered would take place only outside of battle, much like scripts can change stats, even though stats are really only used in battle. Although I don't know how the battle code is set up, I would expect that doing this would involve hardwired instructions that run once per battle. Or somesuch.

prgspotKahn wrote:
If you think that 256 colours removes quality of an image - You are not thinking this over... There are still 16 colours in that 256 colour grid that you can use if you so wish to limit yourself to that. The sprite is ultimately the same just with the option of having a few more colours for emphasis in some areas.


Oh, of course; silly me. Now I realize that I only don't like my own 256 colour sprites; other people's 256 colour sprites are quite beautiful to me, especially when they look antialiased.

...

Look, I said that I didn't like 256 colour sprites. Trust me, I don't sound as stupid when you take my statement at its simple face value.
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Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
Posts: 621

PostPosted: Mon Jun 20, 2005 12:00 pm    Post subject: Reply with quote

Mr B wrote:

2.) Special Palettes. Each hero and enemy type should have a couple of special palettes besides the normal one currently used. One palette could be used when the hero/character has a non-zero value in the poison meter. This palette could have slightly different colours to reflect poisoning.

Attacks could have a setting the specifies one of the special palettes on the entity being attacked. For example, the game creator could use Special Palette 4 as a "critical hit" palette, and when the critical hit attack is used, the enemy being hit uses its Special Palette 4 for the duration of the attack. (in this instance, I would have Special Palette 4 for that enemy refer to a palette identical to the normal palette, but with the outline colour be white instead of the normal black. Other uses might be palettes that have colours that are inverted in comparison to the colours used in the normal palette. The list goes on).


Request #2 is more aesthetic, while #1 allows more actual gameplay modification , but I think both would be valuable additions to the OHR.

or mayby some attacks can cause little icons apear like if posioned, then you could make a skull or green bubbles. sorry if im a little unclear, my head hurts because my big and little sister are screamming and going crazy.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Mon Jun 20, 2005 11:46 pm    Post subject: Reply with quote

Moogle1 wrote:
But, seriously, is there a command to set the M/H/D of play? Also, are seconds of play recorded? If so, that'd be ultragreatuseful.


Actually, yes. See the 3rd party HSI. http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/3rd_Party_HSI_Code

As for seconds of play, for some reason (as far as I can see it doesn't have to be that way and can easily be changed) seconds of play is only updated every 10 seconds, so it is always a multiple of 10.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Wed Jun 29, 2005 6:50 pm    Post subject: Reply with quote

plotscript command requests (i'll workaround if i have to):

clear inventory (removes all items from inventory)
clear money (removes all money player has)

Are these feasible?

Also, general question: if i use delete item() and the item is not in the inventory, will it appear as a negative number or not?

Edit: Also, same question for money. If I use losemoney() will it go negative?
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Wed Jun 29, 2005 11:00 pm    Post subject: Reply with quote

I have a feeling that if those are going to appear, they will be in the form of soft coded function scripts anyway. Although clearinventory would be so simple hardcoded, and clearmoney would obviously be a single line.

As for the negative thing, no to both.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Thu Jun 30, 2005 12:57 pm    Post subject: Reply with quote

YAY that makes me happy.
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FyreWulff
Still Jaded




Joined: 02 Apr 2005
Posts: 406
Location: The Internet

PostPosted: Thu Jun 30, 2005 9:28 pm    Post subject: Reply with quote

You can clear items using delete all items in the Third Party HSI ( http://www.hamsterrepublic.com/ohrrpgce/thirdparty/thirdparty.zip ) . Although TMC seems hell bent on making it the First Party HSI.

Here's also the script, directly:

Code:
script, delete all items, begin
  variable(loop)
  for(loop,0,255) do ( deleteitem(loop,100) )
end


the 3rd party HSI also has a bunch of other helpful and useful scripts, which are documented here:

http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/What_is_the_3rd_Party_HSI%3F


edit: now that I look at it, seems I forgot to document that script.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Fri Jul 01, 2005 12:54 pm    Post subject: Reply with quote

bahahaha, I can't believe I didn't just try doing that. Does it take long to run?
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Gizmog1
Don't Lurk In The Bushes!




Joined: 05 Mar 2003
Posts: 2257
Location: Lurking In The Bushes!

PostPosted: Sat Jul 02, 2005 2:17 am    Post subject: Reply with quote

Could we get newer commands for the Mouse? Or some kind of "M" Passmap bit, that'd prevent the mouse from crossing it? I'm working on a menu based game, and it'd be nice to be able to limit them to a certain portion of the screen, and then when they hit the button to go to options, it'd let them pick which one. Like, you'd click on "TOUCH" and it'd put the mouse inside the game window, and then touch what you want to touch, or hit right click to cancel, and go back to the interaction options. I'd like to make a Maniac Mansion styled game, but this is really kind of important to what I'd like to do with it.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Jul 02, 2005 3:22 am    Post subject: Reply with quote

Probably extremely. deleteitem itself loops though your inventory until it finds an item to delete, and will do so 100 times. So that's 25600 inventory searches. Actually, I could increase the efficiency of deleteitem in the next version - only have it loop as many times as there are items.

That won't work if they player has more than 100 of some item. If you know this is a possibility, add extra deletes for that item.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Jul 02, 2005 3:51 am    Post subject: Reply with quote

As for mouse commands: sorry, no spare passmap bits. All 8 in use: left,right,up,down,harm,A,B,overhead

BUT, it sounds like the command mouse region is exactly what you need. You can define a rectangle for the mouse to move in.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Sat Jul 02, 2005 6:30 am    Post subject: Reply with quote

my original idea was to just deleteitem() for items I know the player could have. (and I had actually thought of the possibility for there being more than 99) My main problem was I wasn't sure about things going negative, but I guess it's solved now.

As for clearing all money, I guess if it doesn't go negative i can just say losemoney(32767) or something.
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Gizmog1
Don't Lurk In The Bushes!




Joined: 05 Mar 2003
Posts: 2257
Location: Lurking In The Bushes!

PostPosted: Sat Jul 02, 2005 7:56 pm    Post subject: Reply with quote

Damnit, I read the plotscripting dictionary just a day or two ago, and that wasn't there. Thanks TMC, apparently I can't read anymore.
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