View previous topic :: View next topic |
Author |
Message |
FyreWulff Still Jaded

Joined: 02 Apr 2005 Posts: 406 Location: The Internet
|
Posted: Thu May 19, 2005 8:24 pm Post subject: OHRRPGCE version: Quaternion |
|
|
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
|
|
|
Back to top |
|
 |
Linkmax I'm an idiot.
Joined: 03 Feb 2003 Posts: 202 Location: Oly
|
Posted: Thu May 19, 2005 11:12 pm Post subject: |
|
|
Awesome, I think I'll download it now. |
|
Back to top |
|
 |
Sephyroth Renegade Rebel Redmage Class A Minstrel

Joined: 04 Feb 2003 Posts: 644 Location: Schmocation
|
Posted: Fri May 20, 2005 5:00 am Post subject: |
|
|
Haha! "Versteegen". You New Zealanders with your crazy last names. _________________ im realy ded  |
|
Back to top |
|
 |
Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
|
Posted: Fri May 20, 2005 5:52 am Post subject: |
|
|
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. _________________ But enough talk, have at you! |
|
Back to top |
|
 |
Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
|
Posted: Fri May 20, 2005 6:25 am Post subject: |
|
|
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! |
|
Back to top |
|
 |
Phil Arts Manipulating himself since the beginning

Joined: 14 Jul 2004 Posts: 251
|
Posted: Fri May 20, 2005 6:51 am Post subject: |
|
|
Quote: | * bug 40: Maps can be resized to invalid dimensions |
Sweet  |
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Fri May 20, 2005 6:58 am Post subject: |
|
|
Phil Arts wrote: | Quote: | * bug 40: Maps can be resized to invalid dimensions |
Sweet  |
You do realize that that's problem that's been fixed, right? _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
|
Posted: Fri May 20, 2005 6:59 am Post subject: |
|
|
Phil Arts wrote: | Quote: | * bug 40: Maps can be resized to invalid dimensions |
Sweet  |
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. |
|
Back to top |
|
 |
Phil Arts Manipulating himself since the beginning

Joined: 14 Jul 2004 Posts: 251
|
Posted: Fri May 20, 2005 7:09 am Post subject: |
|
|
What a minute You mean that we cant have a certain size map? |
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Fri May 20, 2005 7:30 am Post subject: |
|
|
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. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
Machu Righter, a person who rights wrongs

Joined: 09 Jul 2003 Posts: 737
|
Posted: Fri May 20, 2005 8:08 am Post subject: |
|
|
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! _________________
Code: | [*]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 |
|
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Fri May 20, 2005 8:21 am Post subject: |
|
|
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. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Fri May 20, 2005 11:10 am Post subject: |
|
|
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* |
|
Back to top |
|
 |
Fernurion Village Idiot

Joined: 19 Aug 2003 Posts: 192 Location: Lost
|
Posted: Fri May 20, 2005 4:02 pm Post subject: |
|
|
Hmm. I can use this to completely rework the gamelay of my current project. Sweet! |
|
Back to top |
|
 |
Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
|
Posted: Fri May 20, 2005 6:30 pm Post subject: |
|
|
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. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
|
Back to top |
|
 |
|