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Transparent color select
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Onlyoneinall
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PostPosted: Thu Jul 06, 2006 6:16 pm    Post subject: Transparent color select Reply with quote

I'm sorry, but I don't understand how this works. What does it mean by the transparent color can be selected in the sprite editor so you can distinguish it from black? I mean... nothing seems different, and you already check if a color is black or transparent by clicking it with the right mouse or enter. What exactly does this new feature do or how do you work it?

Thanks.
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Inferior Minion
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PostPosted: Thu Jul 06, 2006 7:25 pm    Post subject: Re: Transparent color select Reply with quote

Onlyoneinall wrote:
I'm sorry, but I don't understand how this works. What does it mean by the transparent color can be selected in the sprite editor so you can distinguish it from black? I mean... nothing seems different, and you already check if a color is black or transparent by clicking it with the right mouse or enter. What exactly does this new feature do or how do you work it?

Thanks.


It's for drawing purposes only. When drawing, there are times when you don't want the backdrop to be black. The new change allows you to select the color displayed for transparent pixels.
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Onlyoneinall
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PostPosted: Thu Jul 06, 2006 7:32 pm    Post subject: Reply with quote

OH! Thank you! Oookay...
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Nepenthe




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PostPosted: Thu Jul 06, 2006 11:24 pm    Post subject: Reply with quote

Yes. It's an extremely useful feature that will save many eyes from bleeding. Many thanks!
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Onlyoneinall
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PostPosted: Sat Jul 08, 2006 10:09 am    Post subject: Reply with quote

As a side note, there is a return of an old bug in this nightly where certain attacks can't be used, despite having sufficient MP.
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Mike Caron
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PostPosted: Sat Jul 08, 2006 1:42 pm    Post subject: Reply with quote

Can you be more specific?
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Onlyoneinall
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PostPosted: Sat Jul 08, 2006 8:45 pm    Post subject: Reply with quote

Well, when I tried to use certain attacks in battle (meaning my skills), some of them could not be chosen, despite having enough MP to use it.

Example:

2x Hit costs 3 MP

you have 5 MP

however, you can't choose to use 2x Hit because its dark gray, despite having enough MP to use it.
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Mike Caron
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PostPosted: Sat Jul 08, 2006 9:19 pm    Post subject: Reply with quote

Is 2xHit chained to a copy of itself that also uses MP?

Anyway, I'd like to see an actual .RPG to inspect more data than that.
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Onlyoneinall
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PostPosted: Sat Jul 08, 2006 9:31 pm    Post subject: Reply with quote

No. The attacks that don't work are (seemingly) random.

By an actual .RPG file, do you mean a game or a test case?

EDIT: On a hunch, I checked my RPG file to check the attack item costs, and there are numbers in the 10,000's for all the attacks. I think something went screwy.
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Last edited by Onlyoneinall on Sat Jul 08, 2006 9:42 pm; edited 1 time in total
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Artimus Bena
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PostPosted: Sat Jul 08, 2006 9:36 pm    Post subject: Reply with quote

I'm sure either one will work, as long as you can reproduce the effect
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Moogle1
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PostPosted: Sat Jul 08, 2006 11:24 pm    Post subject: Reply with quote

Mike Caron wrote:
Is 2xHit chained to a copy of itself that also uses MP?

Anyway, I'd like to see an actual .RPG to inspect more data than that.


I don't believe costs are checked for chained attacks, though I think they are still deducted where possible.

This is a good behavior, by the way, since attacks that chain at less than a 100% rate can still carry costs.
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Mike Caron
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PostPosted: Sun Jul 09, 2006 11:52 am    Post subject: Reply with quote

Moogle1 wrote:
Mike Caron wrote:
Is 2xHit chained to a copy of itself that also uses MP?

Anyway, I'd like to see an actual .RPG to inspect more data than that.


I don't believe costs are checked for chained attacks, though I think they are still deducted where possible.

This is a good behavior, by the way, since attacks that chain at less than a 100% rate can still carry costs.


This is true. I didn't think about that.

Onlyoneinall wrote:

No. The attacks that don't work are (seemingly) random.

By an actual .RPG file, do you mean a game or a test case?

EDIT: On a hunch, I checked my RPG file to check the attack item costs, and there are numbers in the 10,000's for all the attacks. I think something went screwy.


Gimme something! The game, a test case, I don't care. I just want to see the res... what? Item costs? Those should all be 0, if you haven't used them before... huh...
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Onlyoneinall
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PostPosted: Sun Jul 09, 2006 4:40 pm    Post subject: Reply with quote

I sent you a zip to your Gmail. Go through it with the latest versions of custom and game and you'll see what I mean.

EDIT: Another problem. This one is in the text box appearance menu. Try pressing down or left or right to edit the textbox. You'll realize that it's extremely hard because it flies through the different options.
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Mike Caron
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PostPosted: Sun Jul 09, 2006 5:29 pm    Post subject: Reply with quote

Yeah, I got it. It seems that the unusable attacks are most definately caused by the new item requirements bugging up. I don't know why those settings had values, seeing as those fields were previously unused, but to fix it, just go in for any "broken" attack, and clear out the garbage.

Note that this doesn't affect enemies' attacks, as they don't have a stock of items, per se. Thus, item requirements do not affect them.

As for the text box editor problem, I see what you mean. I think I know what it is, so I'll take a peek at it right now.

Edit: Yes, it was missing a "wait" statement, so it was running as fast as humanly possible. It's fixed now.
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Moogle1
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PostPosted: Sun Jul 09, 2006 8:01 pm    Post subject: Reply with quote

Regarding item costs, I know you have it set to allow an attack to take or add items. It'd also be nice if it could *set* the number of items in stock.

Let's use an example. I have a character who uses a gun. He consumes bullet items to fire on enemies. I give him a "Reload" attack. It should set the number of bullets to six, but really the only option I currently have is to add six bullets to the inventory, meaning he can stuff his six-shooter with up to ninety-nine bullets.

This is, I imagine, a fairly common usage, so it'd be nice to have support for it.
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