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HamsterSpeak Suggestion Thread
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Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Sat May 29, 2004 12:27 pm    Post subject: HamsterSpeak Suggestion Thread Reply with quote

This thread is designated for everyone who has ideas, commands, or anything else that you think would benefit or make more simple the whole plotscripting process.

Have at it!
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Sat May 29, 2004 4:38 pm    Post subject: Reply with quote

like...?

i dunno, scripting own battle system with an easier interface sounds good to me... rather than adding and readding walkabout pictures, then scripting it into the actual battle system.
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Ysoft_Entertainment
VB Programmer




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

PostPosted: Sat May 29, 2004 6:17 pm    Post subject: Reply with quote

I agree with flamer, scripting battle system with easier interface would be nice though.
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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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jabbercat
Composer




Joined: 04 Sep 2003
Posts: 823
Location: Oxford

PostPosted: Sat May 29, 2004 11:36 pm    Post subject: Reply with quote

I really want to be able to have an inventory command like:

Code:

if(keyispressed(KEY:i)) then (inventory)
end

it would be very useful for games that really don't need the current menu.
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Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Sun May 30, 2004 10:03 am    Post subject: Reply with quote

Yeah, and I'd also like to see a "current tileset" command to go along with "load tileset", just so you can script easier like:

Code:

load tileset (current tileset + 1)

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Machu
Righter, a person who rights wrongs




Joined: 09 Jul 2003
Posts: 737

PostPosted: Sun May 30, 2004 10:46 am    Post subject: Reply with quote

Y'know, there are quite a few "set" commands that could use corresponding "get" commands. Let's see:
Code:
hero frame (who) #return hero's walking frame
NPC frame (who) #return NPC's walking frame
hero speed (who) #return hero's walking speed
current money #return party's total money
current song #return song that's playing (I don't know if song ID's can be in variables)
get tileset #return currently used tileset

I can also think of a few others that are unrelated to reading:
Code:
get experience (who,value) #increases a hero's experience points
level up (who,levels) #increases hero's experience just enough to gain specified amount of levels
#those two commands might take some more editable text strings to appear for out-of-battle level ups
lose experience (who,value) #decreases a hero's experience points (can't make them lose levels, just makes next level harder to reach)

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Dan the Man Entertainment




Joined: 31 May 2003
Posts: 204

PostPosted: Sun May 30, 2004 11:06 am    Post subject: Reply with quote

More npc checkability:

npc speed(who)
npc picture(who)
npc walkmode(who)

Come on! We can alter them, so why can't we check them?
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*Worthy*
Critical Thinker




Joined: 11 Aug 2003
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PostPosted: Sun May 30, 2004 4:08 pm    Post subject: Reply with quote

I agree with Machu! Especially with the hero & NPC frames!

~Worthy
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rpgspotKahn
Lets see...




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

PostPosted: Mon May 31, 2004 11:15 am    Post subject: Reply with quote

I like the "i" for inventory idea... it could really make a game more professional.
Also like was mentioned earlier, be able to program inside battles. So you can make things, acording to attacks and such, happen on the screen.

I wonder if you can make it able to import tiles from other tilesets onto a map? Is it already possible? That would be nice for a few things.
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Shadowiii
It's been real.




Joined: 14 Feb 2003
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PostPosted: Mon May 31, 2004 7:16 pm    Post subject: Reply with quote

Though there is a way to do this, I'd rather have an easier way.

"stop npc (#)"

Stops an npc in his/her tracks.

"stop hero (#)"

Likewise except for heroes.
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MultiColoredWizard
Come back, baby!
The Breastmaster



Joined: 01 Feb 2003
Posts: 1232

PostPosted: Wed Jun 02, 2004 6:32 am    Post subject: Reply with quote

"Also like was mentioned earlier, be able to program inside battles. So you can make things, acording to attacks and such, happen on the screen"
Hahahaha. Welcome to the year 2000, buddy.
They were talking about custom battle system work.

And I still want in-battle variables. Sad... But that's not necesarily plotscripting.
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Thu Jun 03, 2004 11:54 am    Post subject: Reply with quote

yeah, and i've made half of my custom-battle system...
i just need to get some time off university to reorganise and rescript my entire engine for it to be complete. (it's too messy the way it is)
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Thu Jun 03, 2004 11:42 pm    Post subject: Reply with quote

Quote:
I wonder if you can make it able to import tiles from other tilesets onto a map? Is it already possible? That would be nice for a few things.


You have to swap in the whole maptileset. You can't just change a tile or two, and I can guarrentee that using more than 256 will never happen : (


But I really would like to see a plotscripting command for each of the sub-menus in the main menu. That would be the nicest thing James could do (hopefully) quickly : P
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junahu
Custom Title: 45 character limit




Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Mon Jun 07, 2004 5:16 am    Post subject: Reply with quote

I'm well aware that this will never happen, but commands that alter the actual *.rpg file rather than the save file would have been wonderful.

Yet again, I know this won't happen so I hope noone posts with a whole page of WHY it isn't possible without a lot of work.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Tue Jun 08, 2004 1:23 am    Post subject: Reply with quote

Actually, I'm interested to know why you think that would be handy. Wouldn't everyone having a different version of your RPG file be a bad thing?
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