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OHRRPGCE version: Quaternion
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Fri May 20, 2005 7:14 pm    Post subject: Reply with quote

Not so fastslow, ysoft. That isn't the plan. This update only took 3 months anyway (From when we started on it)
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Mike Caron
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PostPosted: Tue May 24, 2005 4:06 am    Post subject: Reply with quote

Yeah, now that there's more of us, we can keep poking James to get his butt in gear.
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TMC
On the Verge of Insanity




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PostPosted: Tue May 24, 2005 5:17 pm    Post subject: Reply with quote

Or you could just do it yourself
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Mike Caron
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PostPosted: Tue May 24, 2005 5:23 pm    Post subject: Reply with quote

We can't make releases. We were done Quaternion ages ago, 'cept we were waiting for James.
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Squall
is fantastic




Joined: 02 Feb 2003
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PostPosted: Tue May 24, 2005 5:44 pm    Post subject: Reply with quote

With the new mouse support, I might ask for two more commands to make scripting complex menus or, for example, whack-a-mole type games: mouseonnpc (x) returns true if the cursor is over the npc (x) and clicknpc (x,y) returns true if button (y) has been pressed while the cursor was over npc (x).

Also, I'm assuming, but does the mouse "hot-spot" (the exact pixel the mouse is on) coorespond to the top left pixel position, or can you change it? I say in the event that someone wants to make a crosshair, you would want it in the center, but if you want a mouse cursor picture, you'd want it in the top left. Perhaps a way to specify if there's not already?
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Mike Caron
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PostPosted: Tue May 24, 2005 6:12 pm    Post subject: Reply with quote

Squall wrote:
With the new mouse support, I might ask for two more commands to make scripting complex menus or, for example, whack-a-mole type games: mouseonnpc (x) returns true if the cursor is over the npc (x) and clicknpc (x,y) returns true if button (y) has been pressed while the cursor was over npc (x).


The first one can be done by using npc at pixel(). The second one would require tracking which npc's have been clicked on, and probably won't happen. Or, you could just check mouse button() and npc at pixel() each cycle.

Squall wrote:
Also, I'm assuming, but does the mouse "hot-spot" (the exact pixel the mouse is on) coorespond to the top left pixel position, or can you change it? I say in the event that someone wants to make a crosshair, you would want it in the center, but if you want a mouse cursor picture, you'd want it in the top left. Perhaps a way to specify if there's not already?


That's easy. In the mouse-loop, there's a bit that (probably) looks like this:

Code:
mouse pixel x + camera pixel x


as well as a corresponding y section. If you wanted to center the NPC, you'd change it to:

Code:
mouse pixel x + camera pixel x - 10


and so forth. That's the beauty of keeping the commands general: you can tweak 'em however you want.
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Moogle1
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PostPosted: Tue May 24, 2005 7:03 pm    Post subject: Reply with quote

Camera pixel x doesn't exist. I'd like that one, though it's not necessary because workarounds exist, but I imagine it'd be one freakin' line of code.
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The Wobbler




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PostPosted: Tue May 24, 2005 7:29 pm    Post subject: Reply with quote

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TMC
On the Verge of Insanity




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PostPosted: Tue May 24, 2005 8:47 pm    Post subject: Reply with quote

disable menu : quite possibly. Would fit in with menu customisation.

Moogle, camera pixel x does so exist. Why don't you check the dictionary.
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The Wobbler




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PostPosted: Tue May 24, 2005 9:39 pm    Post subject: Reply with quote

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Gizmog1
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PostPosted: Wed May 25, 2005 12:42 am    Post subject: Reply with quote

I don't see any reason why it shouldn't work, if there's a textbox 103. Try recompiling, and importing it into the .rpg file again. Other than that, I have no idea why it wouldn't work.
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Devi Ant
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Joined: 25 May 2005
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PostPosted: Wed May 25, 2005 1:05 am    Post subject: Re: OHRRPGCE version: Quaternion Reply with quote

FyreWulff wrote:
download at http://www.hamsterrepublic.com

whatsnew.txt wrote:
WHAT IS NEW?

May 19 2005 [quaternion]

* GPL Licensed source code. See LICENSE.txt

* Added += and -= operators to Hspeak, thanks to a patch from
The Mad Cacti and Fyrewulff

* "Inns don't revive dead heroes" bitset now works on all Inns (bug 23)

* "Level up for (hero)" and "(#) levels for (hero)" battle text is now
customizable (bug 46)

* Fixed misspellings of "enemies" as in plotscripting commands "suspend
random enemies" and "resume random enemies" (Misspelled versions
still work for backwards compatability)

* New plotscripting commands: save in slot, last save slot, auto save,
save slot used, import globals, export globals, load from slot,
delete save. Thanks to Ysoft-entertainment and Ralph Versteegen
(TeeEmCee)

* It is now possible to display the save menu without actually saving
using "save menu (false)"

* New plotscripting commands: init mouse, mouse pixel x, mouse pixel
y, mouse button, put mouse, mouse region, NPC at pixel
Thanks to Ralph Versteegen (TeeEmCee)

* Very nice plotscript buffer usage optimization. Scripts that run more
than once take no extra space in the buffer, allowing you to write
recursive scripts without fear of buffer-overflow. Thanks to Ralph
Versteegen (TeeEmCee)

* Bugs fixed thanks to help from Simon Bradley

* "equip where" plotscripting command always uses hero #0's
equipability data no matter which hero you specify

* Bugs fixed thanks to help from Ralph Versteegen (TeeEmCee)

* bug 1: item-based stat increases go away after level-up
* bug 32: blank exp/gold box after battle when you earn no exp/gold
* bug 47: Off by one bug in assigning script buffer and heap wastes
memory
* bug 54: Aim math text for Magic damage in CUSTOM is incorrect

* Bugs fixed thanks to help from Mike Caron (pkmnfrk)

* bug 40: Maps can be resized to invalid dimensions
* bug 35: enemy spawned backwards in place of"flee-instead-of-die"...
* bug 20: CUSTOM does no error checking for NPCs that point to text
boxes that have been deleted
* bug 63: Crash when trying to rename a hero not in party

* Code cleanup (things that only developers will notice)

* Cleaned up build system to make it possible for people other than
me to compile if they can get ahold of a copy of QuickBasic 4.5
* (Partial) Support for compiling with QuickBasic 7.1 thanks to Mike
Caron (pkmnfrk) and Ralph Versteegen (TeeEmCee)
* Massive indentation cleanup thanks to David Gowers (NeoTA)
* Assembly DECLARE cleanup (moved to to allmodex.bi) thanks to Simon
Bradley


I might be just a little bit retarded, but I have been waiting this version for ages!!!
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FyreWulff
Still Jaded




Joined: 02 Apr 2005
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PostPosted: Wed May 25, 2005 1:38 am    Post subject: Reply with quote

Squall wrote:
With the new mouse support, I might ask for two more commands to make scripting complex menus or, for example, whack-a-mole type games: mouseonnpc (x) returns true if the cursor is over the npc (x) and clicknpc (x,y) returns true if button (y) has been pressed while the cursor was over npc (x).

Also, I'm assuming, but does the mouse "hot-spot" (the exact pixel the mouse is on) coorespond to the top left pixel position, or can you change it? I say in the event that someone wants to make a crosshair, you would want it in the center, but if you want a mouse cursor picture, you'd want it in the top left. Perhaps a way to specify if there's not already?


a couple of those commands are being worked on for the next third party HSI update
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Rinku




Joined: 02 Feb 2003
Posts: 690

PostPosted: Wed May 25, 2005 3:31 am    Post subject: Reply with quote

i don't know why your script wouldn't work phc. the mouse in zfrt has worked fine with a loop fairly similar to that one. maybe right and left moust buttons are switched? try putting in both right mouse button and left mouse button. or try holding down the button harder (the ohr isn't very good at detecting it if you press it too fast). if you still can't get it to work i'll post my zfrt source code dealing with the mouse and we can see how it differs.
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PostPosted: Wed May 25, 2005 1:47 pm    Post subject: Reply with quote

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