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Special WIP OHR

 
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Mike Caron
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Joined: 26 Jul 2003
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PostPosted: Sun May 29, 2005 12:18 pm    Post subject: Special WIP OHR Reply with quote

http://ohr.finalfantasyq.com/index.php?section=13

If you download the 20050529 WIP build, you'll find that it contains a special feature, hot off the compiler: Strings!

draknight2 [a t] wmconnect [d o t] com (who may or may not be on this forum) finished his extensive set of string commands, and I added a few in for good measure. There's no docs for them yet, and no compiler support just yet (no "this is a string"), but they're still very cool.

Here's an excerpt from whatsnew.txt:

[tt]* 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)

* More string commands: 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), thanks to Mike Caron

* ${S#} meta-string for text boxes.[/tt]

The commands are fairly self-explanitory, but here's some info that isn't:

~ There are 32 string buffers, numbered 0 to 31.
~ They start out empty ("")
~ The basic way to add to a string is with a series of add ascii() commands:
Code:
append ascii(2, asc:UM)
append ascii(2, asc:UI)
append ascii(2, asc:UK)
append ascii(2, asc:UE)

~ I added some constants in to represent the uppercase letters (asc:U<letter>) until the compiler can do it for us, but you can use basic ASCII codes if you want (you'll have to for anything but the uppercase letters)
~ Custom *is* changed by these commands, but it's just a reminder that you can use ${S#} in text boxes, so it's not included in the archive

One thing that's missing is a way to have the user type in an arbitrary string, but that can be faked with rename hero() and get hero name().

If anyone has questions, I'll do my best to answer them.
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Ysoft_Entertainment
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Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Sun May 29, 2005 7:26 pm    Post subject: Reply with quote

Nice. And by the way, draknight2 is my user name in mother hamster.
I finished it all in couple of days, would have done it even earlier, except that I didn't get a chance to download the code, but now I got it, so no problem.
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Mike Caron
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PostPosted: Sun May 29, 2005 7:49 pm    Post subject: Reply with quote

Ah, ok. Makes sense. Yuriy, Ysoft... Oookay...
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Mr B




Joined: 20 Mar 2003
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PostPosted: Sun May 29, 2005 8:46 pm    Post subject: Reply with quote

These are all very lovely.

Do you anticipate permitting the modification of item and enemy strings, or is that not feasible for the OHR engine?

Do the "globals to string" commands put the numbers into the string, or the ASCII values associated with those numbers into the string?
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Mike Caron
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PostPosted: Mon May 30, 2005 4:06 am    Post subject: Reply with quote

Mr B wrote:
These are all very lovely.

Do you anticipate permitting the modification of item and enemy strings, or is that not feasible for the OHR engine?


Oh, it's very feasible. I was just having problems with those, since they're strored directly in the RPG file, and read on-demand, and I couldn't get my code to change them to work just yet. But, they'll happen.

Mr B wrote:
Do the "globals to string" commands put the numbers into the string, or the ASCII values associated with those numbers into the string?


The ASCII values.
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Ysoft_Entertainment
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PostPosted: Mon May 30, 2005 6:48 am    Post subject: Reply with quote

once pkmnfreak does the enemy modification command, I will see if I can get the door editing command, since I think it is very possible.
and I supppose you can also do more than edit enemy's name, you can go as far as editing their entire stats with a single command.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Mon May 30, 2005 5:50 pm    Post subject: Reply with quote

These new features are cool and all, but when are we going to see something that actually improves standard OHR games? (ex. making the battles more customizable)

This isn't C++, it's an RPG maker. Strings are great, but I'd rather be able to change the exp and level up formulas any day.
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Rimudora
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PostPosted: Mon May 30, 2005 6:09 pm    Post subject: Reply with quote

Quote:
This isn't C++, it's an RPG maker. Strings are great, but I'd rather be able to change the exp and level up formulas any day.


It's 622347 times easier to plotscript script a custom exp and level system than to script in strings (which by default requires a custom text system).
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JSH357




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PostPosted: Mon May 30, 2005 6:39 pm    Post subject: Reply with quote

I know it can be done, and I've done it myself before, but most OHR users aren't programmers/have little to no experience in that area. The strength of the program is in its ease-of-use in relation to building RPGs, so I think that variations should be implemented rather than telling the users to "plotscript their own system."

(And nobody--except possibly the programmers--cares how much easier it is to program. Besides, if it's so easy, why wasn't it done first?)
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The Wobbler




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PostPosted: Mon May 30, 2005 7:19 pm    Post subject: Reply with quote

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Mike Caron
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PostPosted: Tue May 31, 2005 4:31 am    Post subject: Reply with quote

... it's coming... I swear...
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