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What I Would Like to see in the next OHR update
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Corak of EVOS




Joined: 10 May 2003
Posts: 54
Location: Purgatory City

PostPosted: Sat Jul 10, 2004 7:18 pm    Post subject: Reply with quote

I will definitely experiment with that thanks. But I still think that the placement of where the weapon graphics and the hero graphics meet could be better. Maybe more animations. Or maybe more whiskey.
Yesss...
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Sat Jul 10, 2004 7:25 pm    Post subject: Reply with quote

Don't expect more animations. EVER.
Read the FAQ.
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Corak of EVOS




Joined: 10 May 2003
Posts: 54
Location: Purgatory City

PostPosted: Sat Jul 10, 2004 9:31 pm    Post subject: Reply with quote

Stupid memory!
*throws an empty whiskey bottle at a mother grizzly bear*
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Mon Jul 12, 2004 1:39 am    Post subject: Reply with quote

Undoubtably, the commands that everyone's missing and can't do without are functions to return the current frame number of a hero or npc.

Now, though I am sure every plotscriptor in the community has e-mailed this request to James, I better send him an e-mail to remind him...

..meh, maybe not. I'll give him some peace this time (but I do want those commands - please : P)
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*Worthy*
Critical Thinker




Joined: 11 Aug 2003
Posts: 186

PostPosted: Mon Jul 12, 2004 6:33 am    Post subject: Reply with quote

Heh, I agree. Although in most situations, I have found a way to get around it, that command would make life a lot easier Happy.

~Worthy
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Solsund
Prosecutor of Pathetic Programming




Joined: 02 Jun 2004
Posts: 36

PostPosted: Tue Jul 13, 2004 5:58 am    Post subject: For Retrogamer Reply with quote

I've had this request once about better importing abilities and a
third-party program could easily handle this.

I've had the idea mulling around in my head for maybe a month now and
after working out the bitmap saving abilities, I believe I could get a
bitmap loading system up.

My idea for it would be cookie cutters for the actual importing. You'd load
up a picture and tell it what you wanted to cut and you'd be left with a
selection box of that size that you would drag over the section of the
image you were going to import. Possibly also have the ability to make it
a chain of boxes, instead so that you could import a whole set at once.

The thing that's holding me back right now is the fact that I haven't quite
figured out how I'm going to handle dumbing down from a 24-bit or 8-bit
image to a 4-bit image.

College did come back into session, for me, today so I'm back on the
internet and have the resources from online to help out. We'll see just
how soon we can get something like this up and running.
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Aethereal
SHUT UP.
Elite Designer
Elite Designer



Joined: 04 Jan 2003
Posts: 928
Location: Gone! I pop in on occasion though.

PostPosted: Tue Jul 13, 2004 8:11 am    Post subject: Reply with quote

If possible, I'd like four more element slots. While no game (sans Pokemon) needs twelve elements, the element slots are very, very useful for faking battlescripting, and so having a couple more of those could make for some really good times.
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KainMinter
*~*




Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Tue Jul 13, 2004 11:45 am    Post subject: Reply with quote

I know this is really REALLY specific.... but...

I wish there was a plotscript command that returns the exp to next level one digit at a time.

For Example:
Next Level (CharacterSlot, WhichDigit)
...Or anything else that somehow lets you look up the ToNextLevel.

It would be good for a custom menu.. since right now it is imposible to show exp to next level using plotscripting.
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Dan the Man Entertainment




Joined: 31 May 2003
Posts: 204

PostPosted: Wed Jul 14, 2004 12:31 pm    Post subject: Reply with quote

I'd like to see a command that switches people only in the active party:

swap in party (firstchoice(0-3), secondchoice(0-3)).

although a lot of people have probably done this already.

Edit: Don't tell me how to do this yet, I'm being helped. : Oookay...
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Shadowiii
It's been real.




Joined: 14 Feb 2003
Posts: 2460

PostPosted: Sun Jul 18, 2004 7:07 pm    Post subject: Reply with quote

Instead of "Instead of Battle" scripts on the MAPS, make the instad of battle be in the BATTLE SETS.

This would make it a lot easier with custom battle systems that rely on the map to spawn enemies.
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NeoTA
Idiomatic Nomenclature




Joined: 15 Mar 2004
Posts: 165

PostPosted: Sun Jul 18, 2004 11:07 pm    Post subject: Reply with quote

these are possible; i don't know how likely they are:
+instead of 16-color palettes storing indexes into the master palette, have them store actual colors (in 15bit format, RRRRRGGGGGBBBBBx where x is unused). when loading a 16color palette, find the nearest matching colors in the master palette, and use those. this would require adding a parameter to update_palette, which specifies whether or not to remap the colors in the 16color palettes.
this has the potential to greatly improve graphic quality. the only possible problem i see is fitting a color-remapping routine into game.exe

+support multiple master palettes and allow switching between them. this would compliment the above.

+plotscripting commands to read colors from 16color palettes. this would allow eg: dividing the masterpalette into sections : eg 80colors each for background, characters, enemies.

+ associate a masterpalette with each background, so it's colors can be correctly matched to that palette.
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rpgspotKahn
Lets see...




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

PostPosted: Tue Jul 20, 2004 4:36 am    Post subject: Reply with quote

What im having problems with and would like to request if it can not be done is:
The "Step On" activation in the NPC menu. If you activate an NPC to that of "Step On", can the NPC walk under the hero to activate a step on? I tryed this already, but I dont have the new update, does it work there?

I need this really quickly, its for my 48 hour game that I need it. I am thinking of doing some sort of game... not telling, you'll have to see.
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GoatChild




Joined: 20 Jul 2004
Posts: 1

PostPosted: Tue Jul 20, 2004 7:26 pm    Post subject: weirdo Reply with quote

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MultiColoredWizard
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The Breastmaster



Joined: 01 Feb 2003
Posts: 1232

PostPosted: Tue Jul 20, 2004 8:05 pm    Post subject: Reply with quote

nice.
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rpgspotKahn
Lets see...




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

PostPosted: Wed Jul 21, 2004 4:03 am    Post subject: Reply with quote

Who the hell was that? Ha ha ha!
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