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Yet another WIP Build

 
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Mike Caron
Technomancer




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

PostPosted: Tue Jun 14, 2005 8:46 pm    Post subject: Yet another WIP Build Reply with quote

Ok, new WIP OHR build: here

Code:
WHAT IS NEW?

??? ?? 2005 [rusalka]

  * Bug-Fixes

    * Fixed bug 76: "Hitting two keys at the same time allows you to
      overflow text-entry fields [James Paige]

    * Fixed a bug that allowed argument values to pre-fill local
      variables in scripts that did not have enough arguments declared
      (It is now safe to assume that all your local variables will
      start out set to zero) [James Paige]

    * Fixed bug 81: "fight formation() with an invalid formation would
      start a battle which would immediately end") [Yuriy]

  * New Features

    * plotscripting commands to read system time: system hour, system
      minute, system second. [Mike Caron]

    * plotscripting commands to read system date: system day, system
      month, system year. [Yuriy]

    * plotscripting command to find out the currently playing song.
      [Mike Caron]

    * plotscripting command run script by ID which does just that
      [Ralph Versteegen]

    * status indicators (poison/stun) via characters appended to stats
      in battle [Yuriy]

    * "No reward for targets killed" bitset (useful for monsters "running
      away") [Yuriy]

    * Strings! Specifically:

      * New commands:
          show string(string ID)
          clear string(string ID)
          append ascii(string ID, ascii code)
          append number(string ID, number)
          copy string(source string, dest string)
          concatenate strings(source string, dest string)
          string length(string ID)
          replace char(string ID, position, ascii)
          delete char(string ID, position)
          ascii from string(string ID, position)
          string to globals(string ID, starting global, length)
          globals to string(string ID, starting global, length)
        [BIG HUGE thanks to Yuriy (Draknight2@wmconnect.com)]

      * Commands to get useful strings:
          get hero name(string, hero)
          set hero name(string, hero)
          get item name(string, item)
          get map name(string, map)
          get attack name(string, attack)
          get global string(string, global)
        [Mike Caron]

      * Commands to display strings on the screen:
          show string at (string, x, y)
          center string at (string, x, y)
          hide string (string)
          string style (string, style)
          string color (string, color, background color)
          position string (string, x, y)
          string X (string)
          string Y (string)
        [James Paige]

       * ${S#} Meta String for textboxes

       * Support in HSpeak for "auto strings":

          $1="My string"

          That will set the string with ID 1 to "My string"

  * Stuff only Developers Will Notice

    * Plotscripting Dictionary Documentation is now in xml format instead
      of html (but still exportable to html) [Big thanks to Mike Caron]


Highlights for those too lazy to read the whole shebang (mostly new features since the last WIP):

~ Poison/Stun indicators: you can set a font character to be the poison / stun indicators (total of two characters). If a hero is inflicted with said condition(s), the symbol(s) will appear next to their health.
~ HSpeak support for strings:
Code:
$1="ABC"

is equivalent to:
Code:
clear string(1)
append ascii(1,65)
append ascii(1,66)
append ascii(1,67)

~ "No reward for killing target" attack bitset, which will prevent a monster from dropping loot if it's killed by the attack. Useful for monsters that flee.
~ Date commands (for those who weren't satisfied with the time commands)
~ A couple misc. bug fixes.

Have fun!
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Artharol
Procedural Nutcase




Joined: 13 May 2005
Posts: 26
Location: Surrey, British Columbia

PostPosted: Wed Jun 15, 2005 6:52 am    Post subject: Whee! Reply with quote

Thank you, thank you for the stun/poison character thing! That's been something I've been wanting ever since those status targets were released. Now people will be able to know when they've been poisoned or stunned. Happy

Whee! Thank you.
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LeRoy_Leo
Project manager
Class S Minstrel



Joined: 24 Sep 2003
Posts: 2683
Location: The dead-center of your brain!

PostPosted: Wed Jun 15, 2005 1:52 pm    Post subject: Reply with quote

I'd like to make a motion... *does the "pancake"*
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Sat Jun 18, 2005 3:37 pm    Post subject: Reply with quote

Beautiful!

But I am confused by the ""No reward for targets killed" bitset. How will that be useful for enemies running away? Does it mean that they can "kill" themselves using this attack and thus prevent the heroes getting any bootie, or does it actually change the running-away behaviour?

I look forward to this release.
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Raekuul
Delicious!




Joined: 31 Mar 2004
Posts: 641
Location: Nowhere

PostPosted: Sat Jun 18, 2005 5:48 pm    Post subject: Reply with quote

Mr B wrote:
Beautiful!

But I am confused by the ""No reward for targets killed" bitset. How will that be useful for enemies running away? Does it mean that they can "kill" themselves using this attack and thus prevent the heroes getting any bootie, or does it actually change the running-away behaviour?

I look forward to this release.


Uh... yes.
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Ysoft_Entertainment
VB Programmer




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

PostPosted: Mon Jun 20, 2005 10:08 am    Post subject: Reply with quote

ok, the no reward for target killed, will basically make enemy not give you any reward if the enemy is attacked with the attack that has this bitset on. it is up to the developer to decided if the attack should be fatal one or not.
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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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Mike Caron
Technomancer




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

PostPosted: Wed Jun 22, 2005 5:30 pm    Post subject: Reply with quote

Serious Bug Thingy

It has come to my attention (and, by extension, the rest of the developer team) that the WIP contains a serious bug. The nature of this bug is that it crashes immediately before a battle starts. This is a crippling bug, and I recommend that you use the WIP prior to this one, which can be obtained here: 20050529 WIP Build

I appologize for any inconvenience (but, then again, these are Works In Progress)
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