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What are the differences between...
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bis_senchi




Joined: 08 Jun 2004
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Location: Reims, France

PostPosted: Mon Oct 29, 2007 4:56 am    Post subject: What are the differences between... Reply with quote

and once again I've got a question Oookay... Here it is What are the differences between the "wait for key" command and the "wait for scancode" command?

So? As always thanks for answering and good luck in making games to everybody!
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TwinHamster
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Joined: 07 Mar 2004
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PostPosted: Mon Oct 29, 2007 5:39 am    Post subject: Reply with quote

'Wait for key' pauses the script until a specified key (Directional or any key) is pressed.

And I don't believe there's any such command as 'wait for scancode'.
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Moogle1
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PostPosted: Mon Oct 29, 2007 8:28 am    Post subject: Reply with quote

There is, it's new.

The difference is what they take. wait for key takes a parameter like use key or any key, where wait for scancode takes something from scancode.hsi (such as key:a). Either way, the game will wait until the specified key is pressed.
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bis_senchi




Joined: 08 Jun 2004
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PostPosted: Tue Oct 30, 2007 10:43 pm    Post subject: Thank you! Reply with quote

Thank you! I wrote the article for the message board so that people don't have to ask the question again!

I'm trying to learn how to make a menu and after a few searches I found

Code:

    increment(menuchoice)
   stringstyle(menuchoice,string:flat)
   stringcolor(menuchoice,textcolor,choicecolor)



Could somoene tell where to find information on to increment strings?
As always, thanks in advance for your help!
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Moogle1
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PostPosted: Wed Oct 31, 2007 6:53 am    Post subject: Reply with quote

It's not incrementing a string, it's incrementing the string id.

That is an in-progress feature, though, so you can't really use it yet.
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TMC
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PostPosted: Wed Oct 31, 2007 8:13 pm    Post subject: Reply with quote

No it's not, thats part of a script for creating a menu out of strings.
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Moogle1
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PostPosted: Wed Oct 31, 2007 10:22 pm    Post subject: Reply with quote

Oh, so it is. You're probably better off waiting for the real thing, depending on what you're trying to do.
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PostPosted: Thu Nov 01, 2007 12:26 am    Post subject: Reply with quote

That depends on whether you want to wait several months or not. I don't think making string menus is that hard. If you need a menu, you could have a look at Ysoft's menu scripts.
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Moogle1
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PostPosted: Thu Nov 01, 2007 9:41 am    Post subject: Reply with quote

Yes, but you don't think making a custom battle system is that hard, either. This is not an apt comparison.
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bis_senchi




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PostPosted: Thu Nov 01, 2007 11:11 pm    Post subject: make a custom battle system and a menu Reply with quote

Well I'm searching for a way to make a custom battle system and a menu.
To do so, I think that I have to learn how to increment string ID.

Could someone give advice on how to start?. If I just copy and paste other scripts (for example Ysoft's menu scripts) It won't be very useful but I don't see other ways to start learning. Oookay...

As always thanks very much for answering so quickly!
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msw188




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PostPosted: Fri Nov 02, 2007 7:25 am    Post subject: Reply with quote

If you really want help making a custom menu (and custom battle system for that matter), we need a lot of information that is probably not going to be easy to communicate on a forum. We need a good idea of the layout/interface you are going for. I'm pretty sure that the code you saw incrementing string IDs is done with the goal of having the current menu choice change appearance (like how your current choice in custom flashes yellow, while the other choices remain white). In this way there is no 'cursor', and no actual movement on the menu at all. This will only work if the menu is one dimensional (probably a column of choices) and if the choices in the menu are in order, so that if the first choice corresponds with string #x, then the second choice corresponds with string #(x+1), and so forth. You will need special code at the top and bottom of the menu also, or you could do it all with a modding increment. If you want to have a cursor instead (like the finger in some Final Fantasy's), the scripts involved change considerably, and would deal a lot less with strings.

The point I'm trying to make is that to make a custom menu system, you need to decide a lot of things, like:

A) How many menu choices are there, and how are they laid out?
B) How should the player 'see' the menu and 'see' what they are choosing?
C) Are the menu choices static, or do they change from place to place?
D) In menus for things like items and spells, should the things take specific slots and allow for empty slots between them (as in the OHR), or should they fill in as they come?
E) What should happen when a command is fulfilled? Should the menu remain open where it was, one menu back, or just close altogether? Similar questions apply for a cancellation button.
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Moogle1
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PostPosted: Fri Nov 02, 2007 11:48 am    Post subject: Reply with quote

Unless you're volunteering to write his menu system for him, I'm not sure that's useful information.

What it comes down to is that what you're trying to do is outside of your current level of ability. If you don't understand the small things, you're not going to be able to put together big things.

My suggestion is that you start smaller. Figure out how strings work and what you can and can't do with them. (You can't "increment a string," for example. That doesn't make sense.) Figure out how to accept input from the player. Make a menu using only maptiles and NPCs. If you can do all that, then you'll have no trouble doing what you want to do now.
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Ysoft_Entertainment
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PostPosted: Wed Nov 14, 2007 8:52 am    Post subject: Reply with quote

hey bis, I thought I wrote you a custom menu script. Is there something wrong with it?
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bis_senchi




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PostPosted: Mon Nov 26, 2007 3:38 am    Post subject: get the amount of money we currently have Reply with quote

Ok! Brand new question: I would like to make appear on a text the amount
of money we currently have (the one we can see on the status menu) on a text box. I've read in the article that explain how to make a bank. It was :

Code:

$ v{64}


Does anyone how to make appear this information?

By the way: how do you store it in a global variable? The command get money (amont) in when you give a precise amont through plotscripting and does not return the amont of money you currently have...

Good luck everybody!
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msw188




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PostPosted: Mon Nov 26, 2007 7:46 am    Post subject: Reply with quote

You would like to use the command 'party money', new in Ubersetzung I believe. Also, you should not have a space between the "$" and the letter "v". The number after the "v" is the ID number of the global variable you chooses to store the party's money in.

By the way, custom menues are already in working order to some extent in the latest nightlies. If you are still thinking about a custom menu system, you should have a look. They take some getting used to, however.
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