Let's play the Zombie-James Challenge game!

Make games! Discuss those games here.

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Blue Train
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Post by Blue Train »

okay, ill stay on the lookout for more bugs.
Blip.
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Mogri
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Post by Mogri »

James Paige wrote:
Fenrir-Lunaris wrote:As a side note, I dig the death animations, but I have two suggestions for these that would be REALLY spiffy. Firstly is to add a "play sfx on death" bitset under the enemy data, so that foes can let out one last death cry before going down in a flood of pixels. Plips would squish! Think of it!
Try tonight's nightly WIP build :)
This pleases me.
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msw188
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Post by msw188 »

I hate to ask these kind of questions (although I seem to do it once every couple months or so), but is there a realistic chance that I might see a 'use item(item:name)' command before Christmas? I ask because I am trying to finish a demo as a Christmas present for the little brother, and if so I only need one line of code to finish practically everything about the item system. If not then I need several hundred lines, most likely, so I need to get started on those.

PS: This demo should also be available for download here either Christmas day or the next, although it likely will not have any music.
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Bob the Hamster
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Post by Bob the Hamster »

I won't say it is impossible before christmas, but I can't promise it, sorry :(
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msw188
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Post by msw188 »

Hey I just saw the addition of a "out of battle cure" plotscripting command. This is of surpassing loveliness and makes me really glad I didn't start my item look-up table yet. It's not on the plotdict yet, but I wanted to ask now - will this command lead to a hero picker similar to using a cure spell, that shows HP? Also, could it possibly be made to accept an argument that switches to curing MP instead of HP, and then maybe the hero picker shows MP values instead of HP values?

Of course, maybe the command works totally different than what I am guessing right now, and if so, maybe this post can be safely ignored.
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Mogri
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Post by Mogri »

I saw that too, and I'm thoroughly confused as to what it could possibly do.

:???:

Enlighten us.
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Bob the Hamster
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Post by Bob the Hamster »

The "outside battle cure" command is (intentionally) a bit confusingly named. it is actually for using any attack outside of battle in the same way you use outside-battle spells and items. I just called it that because I figured if I named it "outside battle attack" it would mislead people into thinking it could do some spectacular battlescripting magic that it can't.

I have forced an early upload of <a href="http://hamsterrepublic.com/ohrrpgce/doc ... ict.xml</a> so you don't have to wait for the nightly to read the docs.

In fact, I also forced a rebuild of the <a href="http://hamsterrepublic.com/ohrrpgce/arc ... >voxhumana RC</a> so you don't have to wait for the nightly to <i>try</i> it either :)

EDIT: Oh, I should mention that this command does not check for or deduct costs such as MP (yet). The only target validation it does is to prevent dead heros from being targetted unless the attack allows it, or preventing live heroes from being targetted if the attack disallows it.
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Mogri
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Post by Mogri »

XML Parsing Error: mismatched tag. Expected: </ref>.
Location: http://hamsterrepublic.com/ohrrpgce/docs/plotdict.xml
Line Number 1155, Column 700:

Hmm...
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Bob the Hamster
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Post by Bob the Hamster »

Mogri wrote:XML Parsing Error: mismatched tag. Expected: </ref>.
Location: http://hamsterrepublic.com/ohrrpgce/docs/plotdict.xml
Line Number 1155, Column 700:
Oops!

Gosh diddly dang it! One little typo and the whole files is borked. I should have tested it before I uploaded it.

Fixed (and tested) now.
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chill-e
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Post by chill-e »

I found a couple of bugs:

1. Mini-map doesn't show the top 2 layers. Only displays the bottom one.

2. The "Save Anywhere" bitset is broken. You can now, indeed, save anywhere regardless of the bitset.
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Only One In All
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Post by Only One In All »

I don't know if this counts for challenge 2, but I have to report this issue anyway.

For some odd reason, two of my rpg files have issues with the View Master Palette menu. The first palette, 0, displays fine, but adding or scrolling through additional master palettes causes the text to disappear. You can still make the choices, except for setting the palette to default. When this first occured, I added a new palette, and all the text went black and custom crashed. Haven't reproduced that bug.

However like I said, this only happens with two of my files. The others load the palettes and add just fine. The two files affected were created May of 2006 and the other in 1997.

If this will count for the challenge, I would like customizable exp :]
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Mogri
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Post by Mogri »

This may be a stupid question, but... is the color in your palette that CUSTOM uses for text perhaps black?
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Only One In All
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Post by Only One In All »

*Shakes head* I've already ruled that possibility out. The problem seems to be with the RPG file more than the palette colors itself.
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Bob the Hamster
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Post by Bob the Hamster »

Only One In All wrote:However like I said, this only happens with two of my files. The others load the palettes and add just fine. The two files affected were created May of 2006 and the other in 1997.
Could you mail me one of those two files that has this problem?
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Only One In All
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Post by Only One In All »

Original post content from Castle Paradox:

"How do I make it so that I change a master palette (for brightness settings) and make it stay that way permanently, at least for the duration of the play? I used the load palette command, but any other script that tweaks the palette automatically changes the master palette back to the original/main and tweaks it from there, not the current set master palette. Is there a way around this?"

Apparently, this issue is a bug from Mad Cacti's reply. This being the case, can I count it for challenge #2 (if the first issue I brought up doesn't count?)? This was in the most recent nightly build.

My request stays the same - customizable formula/exp
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