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Reorganizing requests
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Jack
the fool




Joined: 30 Jul 2004
Posts: 773

PostPosted: Thu Feb 02, 2006 5:18 pm    Post subject: Reply with quote

LeRoy_Leo wrote:
MSW: Yes, he means right now we only have two choices in the "Edit Choice" section of Text box editor. I too think having the option for three or four choices instead of just two would be a helpful short cut in many cases. Like, for someone who has multiple quests attacted to them and you can talk about three different things with them without having to go through a few text boxes with only two choices.

With more options should come more characters. I can't count the times when I had an option inconvieniently run out of space for characters when I was typing and then having to find ways to shorten the idea.
In conclusion; I too would like to see this. Exellent suggestion, Jack.


exactly.
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Fri Feb 03, 2006 12:43 pm    Post subject: Reply with quote

I'd be interested in seeing a new targetable stat for battles -- the battle ready meter. An enemy could use an attack that sets the meter to 0%. A hero can set an ally's meter to 100%. A hero could set his own meter to 200%, thus allowing two immediate additional moves (I believe FFV did this).

Additionally, I'd like to see the editor let me select the color of the invisible color for sprites (while editing). When I am using dark colors it is extremely difficult to tell where my sprite ends and the background begins. If I could set it to a neutral green, say, it would be a great help.

I hope that the editor is not changed in functionality very much. In my experience, the more that the mouse is used, the slower I become. I love not having the need to use a mouse at all.

With that in mind, it might be useful to have a keystroke that sets the selector to half-way down the current menu. I rather dislike having to scroll down half the way in the main menu when I want to go from graphics to items. Just an efficiency thing.
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PlayerOne




Joined: 07 Sep 2005
Posts: 143
Location: UK

PostPosted: Fri Feb 03, 2006 3:22 pm    Post subject: Reply with quote

Mr B wrote:
Additionally, I'd like to see the editor let me select the color of the invisible color for sprites (while editing). When I am using dark colors it is extremely difficult to tell where my sprite ends and the background begins. If I could set it to a neutral green, say, it would be a great help.


Yes, I thought that. It's extremely difficult to use black in a sprite. I don't see why you can't just change color 0 like any other.

Mr B wrote:
With that in mind, it might be useful to have a keystroke that sets the selector to half-way down the current menu. I rather dislike having to scroll down half the way in the main menu when I want to go from graphics to items. Just an efficiency thing.


How about shortcut keys? G for Graphics, I for Items, etc?
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The Drizzle
Who is the Drizzle?




Joined: 12 Nov 2003
Posts: 432

PostPosted: Fri Feb 03, 2006 5:40 pm    Post subject: Reply with quote

How about having a default spot where enemies show up in the battle formation screen? I hate having to move them across the screen, and no one puts any enemies in the top left corner of the screen.
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Mike Caron
Technomancer




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

PostPosted: Fri Feb 03, 2006 6:30 pm    Post subject: Reply with quote

Mr B wrote:
I'd be interested in seeing a new targetable stat for battles -- the battle ready meter. An enemy could use an attack that sets the meter to 0%. A hero can set an ally's meter to 100%. A hero could set his own meter to 200%, thus allowing two immediate additional moves (I believe FFV did this).


Perhaps FFV did it, but the OHR can't. When the meter is full, and a hero takes their turn, it's set to 0, not "deducted from". Thus, the extra amount would be wasted (and might bork up the drawing of the bar)
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Sat Feb 04, 2006 6:46 pm    Post subject: Reply with quote

Mike Caron wrote:
Perhaps FFV did it, but the OHR can't. When the meter is full, and a hero takes their turn, it's set to 0, not "deducted from". Thus, the extra amount would be wasted (and might bork up the drawing of the bar)


Ahh, okay. My heart wasn't set on it...I shall survive..!

PlayerOne wrote:
Yes, I thought that. It's extremely difficult to use black in a sprite. I don't see why you can't just change color 0 like any other.

...

How about shortcut keys? G for Graphics, I for Items, etc?


Lovely! These would both be quite great.
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Iblis
Ghost Cat




Joined: 26 May 2003
Posts: 1233
Location: Your brain

PostPosted: Sat Feb 04, 2006 6:59 pm    Post subject: Reply with quote

Quote:
Perhaps FFV did it, but the OHR can't. When the meter is full, and a hero takes their turn, it's set to 0, not "deducted from". Thus, the extra amount would be wasted (and might bork up the drawing of the bar)


Well, even if the meter can't be set to over 100%, it would still be useful to be able to target it with attacks. You could make a "Quick" attack that'd instantly give someone their turn, or an opposite attack that would set an enemy's meter to 0. Would this be possible?
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Feb 06, 2006 6:49 am    Post subject: Reply with quote

Since the extra choices are already set up, I think that I shall not include that suggestion in the list, but I really like some of these others:


15. Ability to target the battle-ready meter

16. Ability to select a 'background' color when drawing sprites, to take the place of color zero (that will be clear in game)

17. Shortcut keys in custom ("G" for graphics menu, "I" for item menu, etc.). Maybe it would be better to use ctrl with these letters, so that these shortcuts could be used everywhere in custom (including the text editor, for example)

Okay, these have been sitting a while. I think it is high time I went over to Bugzilla and posted them. It's going to be a cutting and pasting fest for me for a couple of minutes here.
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LeRoy_Leo
Project manager
Class S Minstrel



Joined: 24 Sep 2003
Posts: 2683
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PostPosted: Mon Feb 06, 2006 7:48 am    Post subject: Reply with quote

The Drizzle wrote:
How about having a default spot where enemies show up in the battle formation screen? I hate having to move them across the screen, and no one puts any enemies in the top left corner of the screen.


Here here! There is absolutely no reason to have an enemy in the top left corner (well, maybe there could be. You could put invisible enemies up there). I'm guessing that James set it up there as a time saver for programming (just set it's x and y to 0), and I assume he intended someone to change it later. Although I'm not sure how deeply this is buried in the code, it would be lovely if someone could dig it out and change the coordinates to the center. Just write that down and stick it on the skewer for now.
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Mike Caron
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Joined: 26 Jul 2003
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Location: Why do you keep asking?

PostPosted: Mon Feb 06, 2006 12:43 pm    Post subject: Reply with quote

It's not that we set it to zero. It's that it's already zero.

Either way, it shouldn't be that big of a deal. I'll put it on the bottom of my to-do list.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Feb 07, 2006 10:43 am    Post subject: Reply with quote

This is not necessarily a reply, per se, but I could not think of a better place to put this.

The suggestion about having ohrtype() and ohrversion() plotscripting commands has come under criticism in Bugzilla from the man Mr. Paige himself, and I have not been able to come up with particularly good reasons to have these commands included. If anyone (Fyre in particular, as he/she was the original suggestor) can give a good example of why one would need to use this, please go to the Bugzilla page and post a reply. It is bug 127. Here is a link:

http://hamsterrepublic.com/bugzilla/show_bug.cgi?id=127

In order to post something there, you will have to make a login using your email address. If you (you being anyone with a good reason for these commands) do not wish to become a Bugzilla member, post your reason here and I will post it into Bugzilla as a reply. Otherwise, I think that this idea will be discarded.
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Mike Caron
Technomancer




Joined: 26 Jul 2003
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PostPosted: Tue Feb 07, 2006 7:28 pm    Post subject: Reply with quote

I generally give a stupid suggestion a week before I close it, so you have a bit of breathing room.
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AdrianX
..yeah.




Joined: 13 Feb 2003
Posts: 286
Location: Batangas City,Philippines

PostPosted: Sat Feb 11, 2006 5:14 pm    Post subject: Reply with quote

..how about a real "edit limit breaks" and "edit summons" feature?
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Feb 13, 2006 3:57 pm    Post subject: Reply with quote

What is 'edit summons' for? Do you mean to summon a new character into the battle? If so, then I think that this might be possible if Mr. Caron
puts together his 'in-battle character tranforming', which sounds really really cool.

By 'limit breaks', what do you mean? Do you want another meter in battle that gradually fills, one for each hero, maybe enemies as well? Or do you mean something else?

I think that another very nice thing to have would be the ability to have equipment changeable in battle. Sort of like how pressing up on the item screen in FFIII would allow you to access the current character's equipment.

Even better would be the option to have character-specific item menus. Will this be possible with the Edit Menus option? I really hope so. Are these things worth requesting on Bugzilla, or are they not even possible?
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NeoTA
Idiomatic Nomenclature




Joined: 15 Mar 2004
Posts: 165

PostPosted: Tue Feb 14, 2006 5:25 am    Post subject: Reply with quote

msw wrote:

Even better would be the option to have character-specific item menus. Will this be possible with the Edit Menus option?

Do you mean influencing which items are shown in inventory (which is a really great idea which is more like filtration than menu editing), or the ability to do battle menu editing similar to Gogo's in FF6/3 ?


The idea of limit breaks is a stat tied to an attack. When the stat passes a threshold, a certain attack can be executed (or is randomly executed N% of the time).
It might be doable if:
a) activateability of spells could depend on stats
b) 'Random effects' type spell menus would hide themselves when none of their spells were usable.

With the above, you could make a 'Limit break' spell-menu containing a single spell; the type would need to be set to Random Effects.

The FF6 style of desperation attacks would require more thought.
Each weapon-based attack would need to be wrapped like this:
a -> (b or c)

(no delay would be nice for that)
so A would need to chain to B (100% of the time that the desperation attack doesn't activate) or to C (the rest of the time; based on a stat threshold and a percentage)

expressed as a simple algorithym

Code:

if stat < threshold:
   if random(100) < activation_chance:
      do attack B
else:
  do attack C


By then, it is reaching the realm of battlescripting and is probably not something that should be hardcoded.
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