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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: Mon Jan 16, 2006 10:26 pm Post subject: |
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| AdrianX wrote: | | ..oh,and one more thing:.in game.exe,i think it's possible to add descriptions to the spells,like in the items menu,right? |
I've been barking up that tree for a long time.  _________________ 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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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Tue Jan 17, 2006 10:45 am Post subject: |
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#9 was a request for a plotscripting command that could bring up a hero-picking menu that showed the heroes' HP/maxHP. The current 'pick hero' command only brings up a menu to pick the heroes' with their names, but none of their stats.
How about:
12. Is it possible in game.exe to have it so that when one is swapping heroes in and out, clicking twice on the same hero brings up a status menu for that hero? Then again, I believe this is already possible with plotscripting a custom hero-swapping system, but it would be nice to have this feature with the standard OHR hero-swapping system. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Wed Jan 18, 2006 11:04 am Post subject: |
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Well... #11 is done. The items editor was the only place I could find that needed numbering (feel free to point out any other places, if there are).
I'm working on #11.5 (spell descriptions), but that will take a bit of time (before the next release, though). _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Wed Jan 18, 2006 11:17 am Post subject: |
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A couple other places in custom for #11:
Text box editor - it would be nice to have the number of the item it is trying to give you, and/or the number of the script it is trying to run.
Actually, pretty much anywhere that you are telling to run a script should ideally show you the number and name of the script; this includes the textbox editor, the map editor plotscripts, the npc editor within the mapeditor, the vehicle editor, and the general game data 'special plotscripts' part are the only places for this I could see in a hurry.
Ditto on the items. Anywhere that you are picking an item in custom should have the number of the item visible if possible. The only places I could find that did not (besides the text box editor) were the NPC editor within the map editor (the give item part, although I never use this) and the hero editor (the default weapon). |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Wed Jan 18, 2006 12:05 pm Post subject: |
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I'm heasitant to add the numbers to the plotscripts, simply because 99% of the time, they're internal. That, and there's a jillion places I'd need to add it, each being as far away from the last as possible, no matter which order I do them in.
However, if you insist...
In any case I added the other places.
--------
Edit: I added the spell descriptions.
On a related note: I have been to hell and back. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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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: Wed Jan 18, 2006 10:24 pm Post subject: |
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| Mike Caron wrote: | I added the spell descriptions.
On a related note: I have been to hell and back. |
*gives Mike the super, mega, ultra cookie*
You are my God.  _________________ 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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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Thu Jan 19, 2006 12:10 pm Post subject: |
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Eh, just for good measure:
Hmm, in the course of posting these screen shots, I noticed that the description is a pixel or two too low... It's fixed now. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Fri Jan 20, 2006 1:19 pm Post subject: |
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| Are these spell descriptions visible in the spell menu while walking around? I think that that would be an important part of this. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Fri Jan 20, 2006 3:31 pm Post subject: spell descriptions |
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| msw188 wrote: | | Are these spell descriptions visible in the spell menu while walking around? I think that that would be an important part of this. |
Yes, spell descriptions work both inside and outside battle.
They also need to be displayed for items also, but that will require a different approach. The item menu can contain 200 items, and that number might be increased some day. With a spell list that only has 24 items it is no big deal to pre-load all 24 descriptions and keep them in an array, but for the item menu it is probably best to load the description for just the item you have selected. |
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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 Jan 20, 2006 4:05 pm Post subject: |
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Mmm. Looks sexy. I never thought I'd see the day this was actually done. Good work.
And speaking of the mute bitset: I'd like it to be called "silencing", first of all.
It just hit me that spells turn gray for a number of reasons already. You could run out of mana/energy to cast them, and they turn gray. Did you guys already suggest making spells turn a different color when they are "silenced"? _________________ 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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AdrianX ..yeah.

Joined: 13 Feb 2003 Posts: 286 Location: Batangas City,Philippines
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Posted: Fri Jan 20, 2006 5:10 pm Post subject: |
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| ..okay,i know that i kept nagging for new features,but i promise that this will be the last ones: the ability to let the maker customize bits and pieces of the game.exe's menu colors and fonts.and especially the ability to change the color of the damage digits in battle. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Sat Jan 21, 2006 7:44 pm Post subject: |
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| LeRoy_Leo wrote: | Mmm. Looks sexy. I never thought I'd see the day this was actually done. Good work.
And speaking of the mute bitset: I'd like it to be called "silencing", first of all. |
The title of the bitsets have nothing to do with anything in the game. You can call your spells anything you want.
| LeRoy_Leo wrote: | | It just hit me that spells turn gray for a number of reasons already. You could run out of mana/energy to cast them, and they turn gray. Did you guys already suggest making spells turn a different color when they are "silenced"? |
Well, the gray is "unavailable". Right now, game doesn't have any means to distinguishing between different levels of unavailability (no MP, muted, etc). So, it'll show up as grey.
| AdrianX wrote: | | ..okay,i know that i kept nagging for new features,but i promise that this will be the last ones: the ability to let the maker customize bits and pieces of the game.exe's menu colors and fonts.and especially the ability to change the color of the damage digits in battle. |
This will come, in time. However, the colours are hardcoded in no less than 6 quintillion places. Possibly more. Plus, we're running out of room in the GEN lump... in any case, it will happen. Maybe before Serendipity, maybe after. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Sun Jan 22, 2006 11:15 am Post subject: |
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Comming from the lesser of ohr developer(me), here is one suggestion.
What do you guys think of the ability to place the battle menu either on top, or on the bottom of the screen?
I am not sure if it is possible to do this, but perchaps Mike can implement it?(I haven't worked on the source ever since disabling the hero's battle cursor, and I am still not all too familiar with the battle code yet. Mike however have been messing with the battle code enough to know how it works).
So Mike, consider this as a request from me. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Sun Jan 22, 2006 11:39 am Post subject: |
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Hmm... Yes, it's possible.
Except, all the positions are hard coded. It would be difficult to make it customizable (top/bottom).
However, later on, I plan to revamp the way graphics are drawn, and have the HUD/interface drawn to a seprate surface, and then drawn to the screen. Think of it like this: You photocopy a picture onto a transparency (for projectors and what not), and then you photocopy the transparency onto another sheet, wherever you want.
However (repeat after me!): It will likely have to wait until we drop QB!
Actually, I think I will propose a feature moratorium until we get 32-bit OHR done, because PlayerOne's been porting the OHR seprately from the official source. So, his version lacks many of the new things the official one does. As such, it will be more difficult to integrate these. Hmm... _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
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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: Sun Jan 22, 2006 10:31 pm Post subject: |
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| Mike Caron wrote: | | LeRoy_Leo wrote: | Mmm. Looks sexy. I never thought I'd see the day this was actually done. Good work.
And speaking of the mute bitset: I'd like it to be called "silencing", first of all. |
The title of the bitsets have nothing to do with anything in the game. You can call your spells anything you want. |
I know that. Just thought I'd throw that out as an option for a name for the bitset aside from mute. _________________ 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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