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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Wed Nov 11, 2009 10:52 am    Post subject: Reply with quote

There is no way to change equipment in battle right now, but that is something I would like to add in the future.
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Wed Nov 11, 2009 11:25 am    Post subject: Reply with quote

Hehe, thanks for pointing that out, I have a lot of details to iron out... Btw, caps are what they call droids or robots in blasted earth^^

@james, hmm, ok il just hold on for updates, thank you
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NeoSpade
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Joined: 23 Sep 2008
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PostPosted: Wed Nov 11, 2009 12:14 pm    Post subject: Reply with quote

BlastedEarth wrote:
Hehe, thanks for pointing that out, I have a lot of details to iron out... Btw, caps are what they call droids or robots in blasted earth^^


Heh, I think my britishness just shone through then, assuming the word chap. Glad I could of been of help old bean!
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BlastedEarth




Joined: 05 Oct 2009
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PostPosted: Wed Nov 11, 2009 2:12 pm    Post subject: Reply with quote

NeoSpade wrote:
BlastedEarth wrote:
Hehe, thanks for pointing that out, I have a lot of details to iron out... Btw, caps are what they call droids or robots in blasted earth^^


Heh, I think my britishness just shone through then, assuming the word chap. Glad I could of been of help old bean!


Much appreciated mate!
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BlastedEarth




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PostPosted: Thu Nov 12, 2009 2:14 am    Post subject: Reply with quote

Hmmm i'm thinking could this work?

1. Make an attack called "weaponchange"(relative to each weapon), it does nothing but sets a tag.
2. Upon using a weapon as an item in battle it uses the "weaponchange" attack.
3. When tag is set, a plotscrip will unequip the current weapon and replace it with the ID of the chosen weapon and clear the tag.
4. Next turn the character weilds that weapon...

What do you think?

edit: i'll try this out myself but i still dont understand writing an if-then script...
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Raekuul
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PostPosted: Thu Nov 12, 2009 4:49 am    Post subject: Reply with quote

Unfortunately, there's still no way to call scripts in battle, and I don't think that it'll be ready for Ypsiliform, no matter how long that release gets put off.
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Bagne
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PostPosted: Thu Nov 12, 2009 5:23 am    Post subject: Reply with quote

Question:

What happens when there are two scripts running on two different threads (is that the right word?), and one calls a battle?
Do they both get suspended?

Like, I talk to one NPC who starts a script in the background, and then talk to another which initiates a fight?

EDIT:
Is there a PS command that splits one thread into two? I remember wanting to do this many years ago, and I ended up including an invisible-step on NPC upon which I walked the hero ... something like that.
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Pumpkinbot
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PostPosted: Thu Nov 12, 2009 6:55 am    Post subject: Reply with quote

Not that I know anything about plotscripting, but can't you make the gun an equipment item that uses a magic attack that has item cost set to 1 bullet, then use a plotscript to change the character with the gun's battle picture so he hits someone with the gun to attack when he's out of bullets?

...Does that make sense? xD
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Moogle1
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PostPosted: Thu Nov 12, 2009 8:22 am    Post subject: Reply with quote

Raekuul wrote:
Unfortunately, there's still no way to call scripts in battle, and I don't think that it'll be ready for Ypsiliform, no matter how long that release gets put off.

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BlastedEarth




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PostPosted: Thu Nov 12, 2009 8:29 am    Post subject: Reply with quote

Pumpkinbot wrote:
Not that I know anything about plotscripting, but can't you make the gun an equipment item that uses a magic attack that has item cost set to 1 bullet, then use a plotscript to change the character with the gun's battle picture so he hits someone with the gun to attack when he's out of bullets?

...Does that make sense? xD


Thats the inititial idea... like instead-chain the gun to a ranged attack when the bullets are existent but there was a bug that does not turn the tag off when the bullets run out so having the a bullet in an inventory would make your range rounds infinite. Im still waiting for the bug to be fixed... Oh an james advised to have the bitset that checks costs to be turned on but the problem with this is the character can't attack if he runs out of bullets...

@moogle1, ah so we cant call scripts in battle, too bad, i got to think of another idea to make the battles move even when the bullets are out. if all things fail il just make a side story about "Shock" technology where bullets are force impacts not really solid shells... aww man...
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Pumpkinbot
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Joined: 22 Apr 2009
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PostPosted: Thu Nov 12, 2009 3:41 pm    Post subject: Reply with quote

BlastedEarth wrote:
Thats the inititial idea... like instead-chain the gun to a ranged attack when the bullets are existent but there was a bug that does not turn the tag off when the bullets run out so having the a bullet in an inventory would make your range rounds infinite. Im still waiting for the bug to be fixed... Oh an james advised to have the bitset that checks costs to be turned on but the problem with this is the character can't attack if he runs out of bullets...

@moogle1, ah so we cant call scripts in battle, too bad, i got to think of another idea to make the battles move even when the bullets are out. if all things fail il just make a side story about "Shock" technology where bullets are force impacts not really solid shells... aww man...

What I'm saying is make a second battle sprite for the guy with the gun where, instead of holding the gun out to shoot, he's hitting someone with the gun. Pistolwhip. Raspberry! Speaking of which, "I swear to God I'll pistolwhip the next guy that says 'shenanagins'". [/supertroopers]
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Raekuul
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PostPosted: Thu Nov 12, 2009 4:38 pm    Post subject: Reply with quote

What you do there is set the shooting frame as your cast/use, and set the shooting attack to use the cast/use frame. That frees you up to set the melee attack for the regular attack frames.

Or vice-versa, as the case may be.
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TMC
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PostPosted: Fri Nov 13, 2009 1:54 am    Post subject: Reply with quote

BlastedEarth wrote:
Im still waiting for the bug to be fixed...

It was fixed a couple days ago; you should have recieved an email when the bug was closed. Download a new nightly.

BlastedEarth wrote:
Hmmm i'm thinking could this work?

1. Make an attack called "weaponchange"(relative to each weapon), it does nothing but sets a tag.
2. Upon using a weapon as an item in battle it uses the "weaponchange" attack.
3. When tag is set, a plotscrip will unequip the current weapon and replace it with the ID of the chosen weapon and clear the tag.
4. Next turn the character weilds that weapon...

What do you think?


You can make this idea work without using scripts in battle, but it's not so simple:

-Set aside a bunch of tags, "weapon A", "weapon B", etc. Don't actually set these as the "Using weapon A" tags, instead we'll update them manually.
-Give all weapons the same attack. Unfortunately this means they all have the same name, "Attack". Using instead chains, chain to the real attack for weapon A if tag "weapon A" is set, otherwise check if "weapon B" is set, and so on.
-Also give each weapon a "when used as item" attack which sets the relevant "weapon X" tag so that that weapon appears to become the equipped one (you can even update the hero's stats if you want you). You also need to clear all the other tags! And that's not so simple. It can be done with just one extra attack and tag per weapon.
-You need to wrap the Equip menu in a script which updates the tags after the player changes weapon, and to give the player an extra copy of a weapon when they equip it so that it'll still appear in the Item menu; otherwise they won't be able to switch back to their original weapon in battle. But this is bad if two heroes can equip the same weapon...

Bagne wrote:
Question:

What happens when there are two scripts running on two different threads (is that the right word?), and one calls a battle?
Do they both get suspended?

Like, I talk to one NPC who starts a script in the background, and then talk to another which initiates a fight?

EDIT:
Is there a PS command that splits one thread into two? I remember wanting to do this many years ago, and I ended up including an invisible-step on NPC upon which I walked the hero ... something like that.


Only one "thread" can run at a time. As soon as another script is triggered, the active script is suspended, and it is not resumed until the triggered script finishes.
We have a plan to let a script continue to run even when another is triggered: 'Plan for script multitasking'. I plan to start on it fairly soon, actually.

If you don't want to wait, there is a workaround: use timers. You can write one script normally, and others broken up into pieces, so that every time the script wants to do a wait, it instead sets a timer to start the next piece in however-many ticks.
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BlastedEarth




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PostPosted: Fri Nov 13, 2009 3:04 am    Post subject: Reply with quote

@mad cacti: Hmmm sounds complicated, but i'll definitely look at it, I'm definitely developing courage in plotscripting...

Thanks for your advice all of you :-)
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
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Location: Halifax

PostPosted: Fri Nov 13, 2009 5:01 am    Post subject: Reply with quote

Quote:
As soon as another script is triggered, the active script is suspended.

You can write one script normally, and others broken up into pieces, so that every time the script wants to do a wait, it instead sets a timer to start the next piece in however-many ticks.


Is this correct:
Two scripts can't run at once (one of them must be suspended), although it is possible for one to run while the other is "waiting"?

This is actually relevant, because I had a "beginning" script which didn't seem to run so long as I had a "always running in the background" script for the starting map.
I've since figured out a work-around, but this sort of thing will be good to know for future plans.
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Last edited by Bagne on Fri Nov 13, 2009 5:03 am; edited 1 time in total
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