There's no hurry, I will eat in awhile (new suggestions)
Moderators: Bob the Hamster, marionline, SDHawk
There's no hurry, I will eat in awhile (new suggestions)
Well, I'm not sure how much I trust CP's up and down time at this point. I'm sort of porting my suggestions thread from there over here. So this is a thread to make suggestions about what we might like to see in a new version of the OHR. I will loosely maintain an enumerated list and at some point enter the ideas into Bugzilla as feature requests. From the CP thread, here is what we have so far:
1. Spells should be able to trigger out of battle effects only (like triggering a text box or plotscript). I'm thinking of warping spells, but I'm sure the uses are endless.
2. The author should be able to define individual item menus for each character, including a maximum carrying capacity, in addition to the standard item menu included now. This will make item acquisition a whole new beast, unfortunately.
3. The author should be able to define individual equipment menus, with more than five slots. Each slot should also be able to be disabled (so that the player cannot see it).
4?. Ideally, if the user could set up their own submenu for their own purposes, that would be awesome.*
*-See the below for more on this
5. Calling sound effects from textboxes without having to use a script.
6. An option to have attacks ignore characters' "flinching".**
**- Adapted from NP's post, because 'smooth chaining' is already a feature request on Bugzilla
7. Equipment equippable in more than one slot.
8. Item bitset to disable unequipping.
9. Default equipment per hero for all slots, not just weapons.
10. Bitset to disable fading before and after battles.
11. Multiple font support.
12. Font effects (bold, italic, etc; different sizes, colors, etc).
13. Choice of victory animation for heroes.
14. General battle animation editor...?
15. More enemy battle graphics (attacking animations, near death, etc)
16. Player-visible HP meters for enemies in battle (like Breath of Fire)
Wow, that was a lot. Here below is a copy of a post I made over there concerning submenu functionality:
I was thinking about user-defined submenu functionality some more. Imagine if each user-defined submenu was its own entity (defined in an "edit submenus" section in custom). When an author creates a new submenu it gets a unique ID #, and he can name it. This name will be its .hsi name. The standard menus all get ID's and hsi names as well.
Any submenu can have up to N slots (chosen by author up to some memory limit, N is unique to each submenu). Each slot can do one of two things: Either call another submenu or call a script (much like how a text box can either call another text box or call a script). There would be plotscripting commands:
open submenu(menu:"user-defined name")
wait for submenu
current submenu #to return the current menu onscreen
alter submenu (which menu, which slot, ???)
In addition, the main menu would have an optional slot for one usesr-defined submenu (the user could call this submenu "more..." if they wanted it to link to a whole additional menu system). Further, all submenus on the main menu should now be optional to the author as well.
It would be nice if each menu slot could be assigned to do different things based on tags (similar to how door links work, where any slot can be given multiple functions based on multiple tags).
1. Spells should be able to trigger out of battle effects only (like triggering a text box or plotscript). I'm thinking of warping spells, but I'm sure the uses are endless.
2. The author should be able to define individual item menus for each character, including a maximum carrying capacity, in addition to the standard item menu included now. This will make item acquisition a whole new beast, unfortunately.
3. The author should be able to define individual equipment menus, with more than five slots. Each slot should also be able to be disabled (so that the player cannot see it).
4?. Ideally, if the user could set up their own submenu for their own purposes, that would be awesome.*
*-See the below for more on this
5. Calling sound effects from textboxes without having to use a script.
6. An option to have attacks ignore characters' "flinching".**
**- Adapted from NP's post, because 'smooth chaining' is already a feature request on Bugzilla
7. Equipment equippable in more than one slot.
8. Item bitset to disable unequipping.
9. Default equipment per hero for all slots, not just weapons.
10. Bitset to disable fading before and after battles.
11. Multiple font support.
12. Font effects (bold, italic, etc; different sizes, colors, etc).
13. Choice of victory animation for heroes.
14. General battle animation editor...?
15. More enemy battle graphics (attacking animations, near death, etc)
16. Player-visible HP meters for enemies in battle (like Breath of Fire)
Wow, that was a lot. Here below is a copy of a post I made over there concerning submenu functionality:
I was thinking about user-defined submenu functionality some more. Imagine if each user-defined submenu was its own entity (defined in an "edit submenus" section in custom). When an author creates a new submenu it gets a unique ID #, and he can name it. This name will be its .hsi name. The standard menus all get ID's and hsi names as well.
Any submenu can have up to N slots (chosen by author up to some memory limit, N is unique to each submenu). Each slot can do one of two things: Either call another submenu or call a script (much like how a text box can either call another text box or call a script). There would be plotscripting commands:
open submenu(menu:"user-defined name")
wait for submenu
current submenu #to return the current menu onscreen
alter submenu (which menu, which slot, ???)
In addition, the main menu would have an optional slot for one usesr-defined submenu (the user could call this submenu "more..." if they wanted it to link to a whole additional menu system). Further, all submenus on the main menu should now be optional to the author as well.
It would be nice if each menu slot could be assigned to do different things based on tags (similar to how door links work, where any slot can be given multiple functions based on multiple tags).
I am Srime
One thing I've been wanting for a while is the ability to control how difficult it is to run from a battle on a formation-by-formation basis. Right now it is either trivial to run (I'd say I can run from 99% of battles without the enemy being able to make a move), or its totally impossible. It'd be nice to have a middle ground. Perhaps a "running difficulty" number can be set in the edit formation screen?
Oh yes, that would be extremely nice. I thought of another small feature this afternoon: why can't we name tilesets? We can name practically everything else, so it would be nice to have these named as well, especially for plotscript hsi's. In custom when choosing a tileset it can still show the tileset number, but in addition to the name.
I am Srime
No one has suggestions for the engine anymore? Here is another one: the ability to set the battle-ready meters at the beginning of a battle, both on a formation-by-formation basis (defaults to random for all characters) and using plotscripting (new arguments for fightformation). This would allow authors to realize scenarios such as being caught by surprise, or sneaking up on the enemy.
I am Srime
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what I would like to see is mayby like a little icon that shows if your poisoned or stunned above the character that is poisioned, about the size of a weapon picture that mayby is animated by 2 frames. also heres a few attack graphics that would be cool.
random: the attack appears in random spots on the screen, going threw all 3 frames then disapear.
reverse drop: pretty self explainitory, a reverse drop
ill think of more later.
random: the attack appears in random spots on the screen, going threw all 3 frames then disapear.
reverse drop: pretty self explainitory, a reverse drop
ill think of more later.
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This sounds fantastically awesome.James Paige wrote:I was thinking it would be nifty to re-purpose "Weapon Pictures" as "Weapon&Item Pictures", so you could (optionally) see pictures of all the things in your inventory or all the things in a shop, or even when winning items in battle.
But wouldn't it be easier to just have a separate grouping of images called 'Item Pictures'?
♪♪♪ Du du duuuu ♪♪♪
Well I finally put all of this in. Except for thedude257's requests, I don't fully understand what any of them are asking for. I think you'd be better off inputting them yourself (I'm still unsure what the random was supposed to mean) We already have markers for status effects, are you just saying you want them to go above the head of the character instead of in the battle-ready meter? Why?
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