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OHRRPGCE version: Quaternion
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FyreWulff
Still Jaded




Joined: 02 Apr 2005
Posts: 406
Location: The Internet

PostPosted: Thu May 19, 2005 8:24 pm    Post subject: OHRRPGCE version: Quaternion Reply with quote

download at http://www.hamsterrepublic.com

whatsnew.txt wrote:
WHAT IS NEW?

May 19 2005 [quaternion]

* GPL Licensed source code. See LICENSE.txt

* Added += and -= operators to Hspeak, thanks to a patch from
The Mad Cacti and Fyrewulff

* "Inns don't revive dead heroes" bitset now works on all Inns (bug 23)

* "Level up for (hero)" and "(#) levels for (hero)" battle text is now
customizable (bug 46)

* Fixed misspellings of "enemies" as in plotscripting commands "suspend
random enemies" and "resume random enemies" (Misspelled versions
still work for backwards compatability)

* New plotscripting commands: save in slot, last save slot, auto save,
save slot used, import globals, export globals, load from slot,
delete save. Thanks to Ysoft-entertainment and Ralph Versteegen
(TeeEmCee)

* It is now possible to display the save menu without actually saving
using "save menu (false)"

* New plotscripting commands: init mouse, mouse pixel x, mouse pixel
y, mouse button, put mouse, mouse region, NPC at pixel
Thanks to Ralph Versteegen (TeeEmCee)

* Very nice plotscript buffer usage optimization. Scripts that run more
than once take no extra space in the buffer, allowing you to write
recursive scripts without fear of buffer-overflow. Thanks to Ralph
Versteegen (TeeEmCee)

* Bugs fixed thanks to help from Simon Bradley

* "equip where" plotscripting command always uses hero #0's
equipability data no matter which hero you specify

* Bugs fixed thanks to help from Ralph Versteegen (TeeEmCee)

* bug 1: item-based stat increases go away after level-up
* bug 32: blank exp/gold box after battle when you earn no exp/gold
* bug 47: Off by one bug in assigning script buffer and heap wastes
memory
* bug 54: Aim math text for Magic damage in CUSTOM is incorrect

* Bugs fixed thanks to help from Mike Caron (pkmnfrk)

* bug 40: Maps can be resized to invalid dimensions
* bug 35: enemy spawned backwards in place of"flee-instead-of-die"...
* bug 20: CUSTOM does no error checking for NPCs that point to text
boxes that have been deleted
* bug 63: Crash when trying to rename a hero not in party

* Code cleanup (things that only developers will notice)

* Cleaned up build system to make it possible for people other than
me to compile if they can get ahold of a copy of QuickBasic 4.5
* (Partial) Support for compiling with QuickBasic 7.1 thanks to Mike
Caron (pkmnfrk) and Ralph Versteegen (TeeEmCee)
* Massive indentation cleanup thanks to David Gowers (NeoTA)
* Assembly DECLARE cleanup (moved to to allmodex.bi) thanks to Simon
Bradley
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Linkmax
I'm an idiot.




Joined: 03 Feb 2003
Posts: 202
Location: Oly

PostPosted: Thu May 19, 2005 11:12 pm    Post subject: Reply with quote

Awesome, I think I'll download it now.
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Sephyroth
Renegade Rebel Redmage
Class A Minstrel



Joined: 04 Feb 2003
Posts: 644
Location: Schmocation

PostPosted: Fri May 20, 2005 5:00 am    Post subject: Reply with quote

Haha! "Versteegen". You New Zealanders with your crazy last names.
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Shadowiii
It's been real.




Joined: 14 Feb 2003
Posts: 2460

PostPosted: Fri May 20, 2005 5:52 am    Post subject: Reply with quote

Quote:
* New plotscripting commands: save in slot, last save slot, auto save,
save slot used, import globals, export globals, load from slot,
delete save. Thanks to Ysoft-entertainment and Ralph Versteegen
(TeeEmCee)


HOT.
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Fri May 20, 2005 6:25 am    Post subject: Reply with quote

Quote:
* Very nice plotscript buffer usage optimization. Scripts that run more
than once take no extra space in the buffer, allowing you to write
recursive scripts without fear of buffer-overflow. Thanks to Ralph
Versteegen (TeeEmCee)


THANK YOU

Quote:
bug 1: item-based stat increases go away after level-up


This breaks the level mechanics in 70% of my games now! : D!
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Phil Arts
Manipulating himself since the beginning




Joined: 14 Jul 2004
Posts: 251

PostPosted: Fri May 20, 2005 6:51 am    Post subject: Reply with quote

Quote:
* bug 40: Maps can be resized to invalid dimensions


Sweet Razz
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Mike Caron
Technomancer




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

PostPosted: Fri May 20, 2005 6:58 am    Post subject: Reply with quote

Phil Arts wrote:
Quote:
* bug 40: Maps can be resized to invalid dimensions


Sweet Razz


You do realize that that's problem that's been fixed, right?
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Fri May 20, 2005 6:59 am    Post subject: Reply with quote

Phil Arts wrote:
Quote:
* bug 40: Maps can be resized to invalid dimensions


Sweet Razz


Actually, that means that they *can't* be resized to dimensions that normally would break the game. ie: no 400x400 maps and such, and certainly no 8x8.
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Phil Arts
Manipulating himself since the beginning




Joined: 14 Jul 2004
Posts: 251

PostPosted: Fri May 20, 2005 7:09 am    Post subject: Reply with quote

What a minute What?!?! You mean that we cant have a certain size map?
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Mike Caron
Technomancer




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

PostPosted: Fri May 20, 2005 7:30 am    Post subject: Reply with quote

The minimum size of a map is 16x10. Anything less and there would be areas where no tiles are displayed. You can have any size above those dimensions as long as the total number of tiles is less than 32000.
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Machu
Righter, a person who rights wrongs




Joined: 09 Jul 2003
Posts: 737

PostPosted: Fri May 20, 2005 8:08 am    Post subject: Reply with quote

Quote:
* New plotscripting commands: init mouse, mouse pixel x, mouse pixel
y, mouse button, put mouse, mouse region, NPC at pixel
Thanks to Ralph Versteegen (TeeEmCee)

I'm going to drop everything I'm doing and make a lightgun game now!
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[*]That's it
[*]I'm done reasoning with you
[*]Starting now, there's going to be a lot less conversation and a lot more killing
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Mike Caron
Technomancer




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

PostPosted: Fri May 20, 2005 8:21 am    Post subject: Reply with quote

I'm going to stem this question off now: "How do you use the mouse commands?"

To start off, call init mouse somewhere. It's probably best to put it in a loading script since it must be called at least once each time game.exe is run.

The OHR has no facilities to show a mouse cursor, so you have to fake it. You must use an NPC and place it, using mouse pixel x and mouse pixel y for the coordinates.

To detect a click, you have to poll mouse button, which takes a single parameter (the button to check). It'll return true or false depending on whether the button is pressed or not.

Finally, put mouse is used to re-locate the mouse cursor. You could, say, point out a new menu option or whatever. It's up to you.

Note: Check the documentation about this, as I may be wrong. I don't think so, though. TMC made these commands, so he's the authority.
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Final Fantasy Q
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Official OHRRPGCE Wiki and FAQ
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Fri May 20, 2005 11:10 am    Post subject: Reply with quote

pkmnfrk wrote:
Note: Check the documentation about this, as I may be wrong. I don't think so, though. TMC made these commands, so he's the authority.


Ooh! that reminds me! I forgot to upload the new copy of http://HamsterRepublic.com/ohrrpgce/plotdictionary.html !

*goes and does it*
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Fernurion
Village Idiot




Joined: 19 Aug 2003
Posts: 192
Location: Lost

PostPosted: Fri May 20, 2005 4:02 pm    Post subject: Reply with quote

Hmm. I can use this to completely rework the gamelay of my current project. Sweet!
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Ysoft_Entertainment
VB Programmer




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

PostPosted: Fri May 20, 2005 6:30 pm    Post subject: Reply with quote

Yey, its finally out.

and totally off topic
Quote:
Haha! "Versteegen". You New Zealanders with your crazy last names
if you think this is crazy, try saying "Melnichenko", which is my last name.

too bad strings didn't make the cut for this version. Oh well, its probably going to be another year before another version of ohr comes out.
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OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
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