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Need help to solve a bug
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Mike Caron
Technomancer




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

PostPosted: Wed Feb 22, 2006 3:31 pm    Post subject: Reply with quote

1. To this very day, the limit on NPCs is still 300. That cannot be lifted for a while yet. Sad...

2. NPCs don't even have names, so you'll need to do it somehow else. I'd strongly lean towards using strings (and the command 'show string at'):

Code:

#load the names of the cards into the strings
#pretend it's strings 1-8 that have the names

variable(i)
for (i, 1, 8, 1) do (
  show string at(i, 20, i * 20)
  #the position will have to change depending
  #on how you lay the cards out
)

#this only needs to be done once


3 - 5, 7: these depend on how your system is implemented

6: Not yet.
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Wed Feb 22, 2006 10:52 pm    Post subject: Whoo YUUUUGIIOHH! Reply with quote

That's wonderful. It appears that there are techincal obstacle to maker it...

So within 3 or five years it will be may be "time to duel"
awesome! Razz Razz

Thanks so much for this great news Mike Caron!

The only point that left would be about the cards... Does anyone has any ideas on how to combine cards grafics needs (pictures and palette would set would be ok) with store needs (at least 1000 distinct references)

Thanks for answering so quickly and feel free to post any suggestions, improvements and ideas on how to a good YuGiOh! tgc for the OHR
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Feb 24, 2006 4:53 am    Post subject: Reply with quote

You can have 300 npcs on the map at once, but only 36 different ids (different palettes/pictures). But what will the selection screen/trunk look like? Do you want to show a row or grid of card pictures, and the name + description of the current card?

You can make it appear that you have 1000's of npcs or even different npcs on the map if you only show a few at once. So you could have 36 cards on screen when in the trunk at once (or 35 if you want a cursor too).

You can also place several npcs next to each other to make a larger graphic. Because each walkabout has 8 frames, you can have upto a 8 tile large card. Unfortunately, this is very hard to draw.

In the future, we want to add plotscript commands to let you display enemy, hero, attack, etc graphics on screen just like npcs. That would be much simpler than using lots of npcs next to each other.


You could also make the shop in the same way as the trunk, but add buying/selling/trading with strings and input.
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sat Mar 04, 2006 12:32 am    Post subject: internal and rpg names do not match Reply with quote

When I use hsimport.exe it tells that rpg name and internal name does not match. Could somoene explain me when to check the names so that this error message disappear when I compile my scripts with Hsimport .

Thanks in advance!
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Mike Caron
Technomancer




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

PostPosted: Sat Mar 04, 2006 3:07 pm    Post subject: Reply with quote

You've renamed the RPG, haven't you?

See, an RPG is just a bunch of files that are "lumped" together into one big file. The inside files (known as Lumps) have names like "MYGAME.DT0" or whatever. The "MYGAME" depends on what the RPG is named.

Before (like, a few years ago), GAME would rely on the name of the rpg file (say, mygame.rpg) to figure out the names of the lumps. Thus, you couldn't rename your file (except from inside CUSTOM, using the "Rename game" feature).

Now a days, it uses another way of determining the names of the lumps (a lump that's always named "Archinym.lmp"). So, the name of the outside file doesn't matter any more (except for really old games that don't have Archinym.lmp).

However, the hsimport.exe tool is just letting you know that they don't match, since it's still recommended to have them named the same (for no particular reason)

So, if you want to get rid of the warning, just rename the game back, and use Custom to rename it to the name you want.

If you don't know what it used to be called, then go ahead and open in up in custom, and rename it anyway. It should be able to rename it properly.
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sat Mar 04, 2006 11:24 pm    Post subject: found the origin of problem but cannot solve it Reply with quote

I've found the why of the problem. When I rename the game under custom the changes are not registered whereas I do everything as it is supposed to do.

Any possible explanations? I have to add that since I use serendipity my keyboard tends not to work well under custom. I currently have to press twice a key before it does what I want...

Thanks for the help!
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