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going into and coming out off...
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Komera




Joined: 07 Feb 2003
Posts: 711

PostPosted: Fri Dec 23, 2005 1:37 pm    Post subject: going into and coming out off... Reply with quote

...battles.

(seriously, guys, get your mind out of the gutters)

would it be possible to have a plotscript command to disable the fade to white when entering/exiting/whatever a battle? i'm sure this will be nice for people who want to make custom enter battle "fades". in my case, there is a spot in w:p1 where i actually do (yes i really do) want to enter and exit a battle with absolutely no fade in whatsoever. i want the game to snp from the map to the battle instantly, and back again after th battle.

no hurry on this. i'm notoriously slow.
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Komera




Joined: 07 Feb 2003
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PostPosted: Thu Dec 29, 2005 10:20 am    Post subject: Reply with quote

so this is how irrelivant i've become? nobody bothers answering my question.
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Kenji Murasame
Shizuma




Joined: 06 Nov 2003
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PostPosted: Thu Dec 29, 2005 10:31 am    Post subject: Reply with quote

I hope it's possible. I'd like to see that too. No fade would speed dungeons up a lot and make random battles less annoying.
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Thu Dec 29, 2005 1:07 pm    Post subject: Reply with quote

Not to mention allowing your own custom transitions. This would be easy enough to implement and potentially quite useful.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Mon Jan 02, 2006 11:34 pm    Post subject: Reply with quote

I've been "holidaying" for the past week (sitting at home relaxing and ignoring email/forums, instead of the normal sitting at home thinking about working on things and then browsing forums instead) so never saw.

It might be possible to remove the fade. However, the fade is also probably there to hide some setting up of graphics. There might be a small flicker if removed.

A general game bitset and plotscripting commands to turn this on and off could be implemented.
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Iblis
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PostPosted: Tue Jan 03, 2006 12:03 am    Post subject: Reply with quote

I suggest letting the user specify their own battle-fade script, like how we also have new-game scripts and game-over scripts and such. If the user doesn't specify a battle-fade script, it does the fade to white as normal, but if they do, it'll run whatever script they wrote for it.

If this is possible, could there perhaps be a door-fade script as well? Both of these would be useful for me.
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On the Verge of Insanity




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PostPosted: Tue Jan 03, 2006 3:43 am    Post subject: Reply with quote

Difficult to do: The fade out script would have to be called in the middle of a battle when fading out after the battle. Also, a door fade out script would interfer horribly with a map autorun script: the autorun script would be called halfway through the fade, which would never complete. Therefore I believe that that might not be possible to do, though I do see that it would be far nicer than having to explictly script every single battle fade out/in
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FyreWulff
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Joined: 02 Apr 2005
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PostPosted: Thu Jan 05, 2006 3:30 pm    Post subject: Reply with quote

Iblis wrote:
I suggest letting the user specify their own battle-fade script, like how we also have new-game scripts and game-over scripts and such. If the user doesn't specify a battle-fade script, it does the fade to white as normal, but if they do, it'll run whatever script they wrote for it.

If this is possible, could there perhaps be a door-fade script as well? Both of these would be useful for me.


If you are hardcore like me and Charbile were, (and I'm not sure if you noticed or not while playing Sword of Jade), you can script all the doors without using the built-in OHR ones.
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Mike Caron
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Joined: 26 Jul 2003
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PostPosted: Thu Jan 05, 2006 8:53 pm    Post subject: Reply with quote

The Mad Cacti wrote:
Also, a door fade out script would interfer horribly with a map autorun script: the autorun script would be called halfway through the fade, which would never complete.


You a liar! A new 'thread' would start with the auto-run.
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On the Verge of Insanity




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PostPosted: Fri Jan 06, 2006 1:41 am    Post subject: Reply with quote

Yes. But what if the autorun contains an infinite loop. Hell, what if it contains any wait commands at all? The fade won't complete until the autorun script has quit.

Semiunrelated, a killscript() command would be pretty cool
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Ysoft_Entertainment
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Joined: 23 Sep 2003
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PostPosted: Fri Jan 06, 2006 8:03 am    Post subject: Reply with quote

The Mad Cacti wrote:


Semiunrelated, a killscript() command would be pretty cool


I was thinking of the exact same command, guess the old saying is true, "Great minds think alike".
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Mike Caron
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PostPosted: Sat Jan 07, 2006 7:00 pm    Post subject: Reply with quote

You know, launchscript() would be almost as cool. And, it's "Geek minds think alike"
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Ysoft_Entertainment
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PostPosted: Sat Jan 07, 2006 7:29 pm    Post subject: Reply with quote

Mike Caron wrote:
You know, launchscript() would be almost as cool. And, it's "Geek minds think alike"


I do believe we got runscript command, so launch script is totally pointless, wouldn't you agree?
Unless of course I missunderstood what runscript does.

oh, and I prefer "Great" instead of "Geek"
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Mike Caron
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PostPosted: Sat Jan 07, 2006 8:06 pm    Post subject: Reply with quote

runscript() is just like running a command normally: It's blocking.

launchscript() would run a script in a new thread. It's non-blocking. Good for multiple infinite loops.
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On the Verge of Insanity




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PostPosted: Tue Jan 10, 2006 6:17 am    Post subject: Reply with quote

Dear Mike,

Your last reply and some other comments of yours that I have seen recently seem to indicate a misconception of the way scripts work. We DON'T HAVE multiple thread like scripts. And implementing that would be a total rewrite of the interpreter. The current one runs at a rocking speed in FBOHR so I wouldn't bother.
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