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HamsterSpeak Suggestion Thread
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junahu
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Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Tue Jun 08, 2004 3:24 am    Post subject: Reply with quote

a command to read the ASCII code of the key being pressed and a command to convert an ASCII value into text would allow us to collect text input from the player much more smoothly. No longer would we have to use rename hero quite so much
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SlightlyPyro
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PostPosted: Fri Jun 11, 2004 9:40 am    Post subject: Reply with quote

Yes, some commands that directly access the submenus within the main [Esc] menu would really be nice. Especially exit and save to file commands...then you could assign various submenus to different keys and rewire [Esc] to save and quit...

Dreaming on...
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jabbercat
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PostPosted: Fri Jun 11, 2004 10:22 am    Post subject: Reply with quote

that is actually to which I refered. I might as well try and hack the command myself. *groan*
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SlightlyPyro
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PostPosted: Mon Jun 14, 2004 4:36 am    Post subject: Reply with quote

Another thing I forgot that would be *really* helpful is arrays. So I don't have to do a bunch of "for" loops to get all the NPCs I want marching around the screen.
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junahu
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PostPosted: Mon Jun 14, 2004 4:39 am    Post subject: Reply with quote

Yeah, so far we can only fake global variable arrays with read global and write global
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MultiColoredWizard
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PostPosted: Mon Jun 14, 2004 6:02 am    Post subject: Reply with quote

So what's the difference in them, then?
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SlightlyPyro
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PostPosted: Mon Jun 14, 2004 7:01 am    Post subject: Reply with quote

Besides being significantly more convenient, *real* local arrays would be more reliable and take far less work to set up than fake global arrays. And then there's the nice little fact that you wouldn't have to have 20 global variables up at the top of your HSS just for one array that has 20 NPCs move, and then another 30 for changing the tiles in that corner of your map...
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MultiColoredWizard
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PostPosted: Mon Jun 14, 2004 9:17 am    Post subject: Reply with quote

What, just use arguments, and then give all the NPCs that argument, and then use walknpc(npcargument,up,1)
Etc.
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SlightlyPyro
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PostPosted: Mon Jun 14, 2004 9:47 am    Post subject: Reply with quote

That'd be awesome if I were using different npcs...but if I'm using 20 copies of the same npc, the script would get the same argument from each one...which is why arrays would be nice. For example, assuming our hypothetical array was initiated with an "array" command and had commands called "setelement", "arraylength" and "getelement":
Code:
array (arrayName)
variable (i)
set variable (i,1)
while (i < 21) do begin
    setelement (arrayName,i,NPCreference(0,i))
    increment (i)
end
set variable (i,0)
while (i < arraylength(arrayName)) do begin
    walknpc (getelement(arrayName,i),north,1)
end

Or some such variation thereof. This isn't actually why I'd like arrays, but it shows sorta what they'd be helpful for.
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MultiColoredWizard
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PostPosted: Mon Jun 14, 2004 12:06 pm    Post subject: Reply with quote

what, wouldn't giving just that npc the argument work, then?

(i see what you're saying, though)
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SlightlyPyro
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PostPosted: Mon Jun 14, 2004 1:08 pm    Post subject: Reply with quote

Actually, you're right...Gaah! I've been programming in Pissed off! FORTRAN all day, dangit, I can't think HS right now...

But
As I previously wrote:
Or some such variation thereof.


It'd be nice for something SIMILAR to my code... Raspberry!
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Flamer
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PostPosted: Mon Jun 14, 2004 1:22 pm    Post subject: Reply with quote

couldn't you just go
Code:

variable(i)
for(i,0,20,1) do(
 walk NPC(NPCreference(number,i),north,1)
)

plus globals do the same thing as that array above.
Code:
define constant ( a, array ) #a is where ever the array should be allocated in the global variables table.
variable(i)
for(i,0,20,1) do(
 write global(array + i,NPC reference(number,i))
)

it'll probably save a few bits as well, because it won't have to store how big the array is. of course you can always fake that as well, with...
Code:
define constant ( a, arraylength ) #a is the array length

i've never tried an in-game define constant, but i'm sure you can figure a way around that. Big grin
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SlightlyPyro
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PostPosted: Wed Jun 16, 2004 4:52 am    Post subject: Reply with quote

Sure, I could do that. But I'm a programmer, not an artist. I don't like adding little realistic details to my code. Like all good programmers, I despise doing more work than is absolutely necessary. Arrays are much easier to use and debug when their insides aren't splattered across your code, and they're generally more reliable because they're hardcoded into the language.
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Flamer
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Joined: 04 Feb 2003
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Location: New Zealand (newly discovered)

PostPosted: Wed Jun 16, 2004 6:13 am    Post subject: Reply with quote

that's the trouble with some programmers... they're too used to one method, they hate the other methods and are too lazy to manage the details.
Quote:
Like all good programmers, I despise doing more work than is absolutely necessary.

not all, not all at all... maybe to you they only do what is necessary and that's it. I've seen a few good programmers myself, and they do more work than is "absolutely necessary"

it's not that blooming hard to think a little outside your comfort zone, just to get something you want.
i mean, look at some of the plotscriptors here, some has developed their own battle system, which is definately not "absolutely necessary," and they're pretty good at it. sure the systems may be a bit buggy here and there, but at least they went the extra mile to do the job.

(sorry if this sounds like ranting, but i just not like how some people can be so damn lazy, that they can't even "take one step forward to grab the remote for the TV")
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PostPosted: Wed Jun 16, 2004 6:35 am    Post subject: Reply with quote

Hm...I don't think you fully understood my comment Raspberry!

I didn't mean that I wouldn't go out of my way to do something special with my program. I'm currently busting brain cells to get a system of soft-coded levels and exp into my game, along with some other...stuff. I just meant that the easiest route to get to where I want to go is the route I prefer to take.
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