Need help for items wich are usable on the map
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- Spoonweaver
- Liquid Metal King Slime
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Heh, that's pretty funny that those commands exist pepsi. To me, it's one of those problems I wasn't thinking about when I was in scripting mode so I never looked for an answer. I do that a lot unfortunately. I also agree with your opinion that more people need to look through the plotscripting dictionary. It explains everything pretty well.
The main thing I'd like to address about all of the scripts I posted here is that without a tiny bit of scripting knowledge you WILL NOT be able to put these into your game successfully. No matter how well the tech demo is set up, your personal game will need things set up in a slightly different way and you'll need to know how to do that. These scripts are not meant to be copy and pasted into a game but rather to act as a guide to show how certain things can be done. If you want custom made scripts and don't want to learn scripting yourself you need to find someone to work with.
I'll also be uploading a tech demo of these scripts shortly.
Overworld Item Tech Demo:http://www.slimesalad.com/forum/viewgame.php?t=1882
The main thing I'd like to address about all of the scripts I posted here is that without a tiny bit of scripting knowledge you WILL NOT be able to put these into your game successfully. No matter how well the tech demo is set up, your personal game will need things set up in a slightly different way and you'll need to know how to do that. These scripts are not meant to be copy and pasted into a game but rather to act as a guide to show how certain things can be done. If you want custom made scripts and don't want to learn scripting yourself you need to find someone to work with.
I'll also be uploading a tech demo of these scripts shortly.
Overworld Item Tech Demo:http://www.slimesalad.com/forum/viewgame.php?t=1882
Last edited by Spoonweaver on Wed Oct 15, 2014 9:52 pm, edited 1 time in total.
- Froginator
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Thanks again for the help!
I finally managed to mix the hammer and the shovel scripts, so you can remove walls and find items with the shovel.(It actually works perfect but I need a part where the player isn't allowded to move, because if you walk during the script does his work you can change blocks, you just walked over into the graphic, that appears if you just dug an dirt block.)
The next thing to do, is like I said a working boomerang. I know you guys just sent me a script for that but that didn't work
It can also be a slingshot, for wich you don't need ammo. I just want to keep it as easy as possible.
I finally managed to mix the hammer and the shovel scripts, so you can remove walls and find items with the shovel.(It actually works perfect but I need a part where the player isn't allowded to move, because if you walk during the script does his work you can change blocks, you just walked over into the graphic, that appears if you just dug an dirt block.)
The next thing to do, is like I said a working boomerang. I know you guys just sent me a script for that but that didn't work
It can also be a slingshot, for wich you don't need ammo. I just want to keep it as easy as possible.
Last edited by Froginator on Thu Oct 16, 2014 3:05 pm, edited 1 time in total.
- Spoonweaver
- Liquid Metal King Slime
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Whelp, the buck stops here.
I glad to hear that you went about changing the scripts for your own purposes. I'm sorry to hear that you seem to have missed the player suspension commands. I'm also sorry to hear that the boomerang wasn't to your liking. Perhaps you didn't set things up correctly?
In any case, there will be no more scripts. Time to spread those wings and fly.
I glad to hear that you went about changing the scripts for your own purposes. I'm sorry to hear that you seem to have missed the player suspension commands. I'm also sorry to hear that the boomerang wasn't to your liking. Perhaps you didn't set things up correctly?
In any case, there will be no more scripts. Time to spread those wings and fly.
Honestly Ammo is pretty much your easiest request in this entire thread. You have a couple options for how to store this ammo. You can either store it as a global variable which you decrement as the item is used. This option I think is kinda sloppy, but it is the easiest to implement. Your next option is to check for an item in the player inventory. This option allows the player to use a shop to buy additional ammo, and the player can also check their ammo really easily from within the standard inventory window. Here's the script you might use to check for slingshow/bow ammo:Froginator wrote:It can also be a slingshot, for wich you don't need ammo. I just want to keep it as easy as possible.
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if (not inventory(Item:arrow)) (return)It's a function.Chronoboy wrote:I haven't created a plotscript in awhile, and I cannot recall what the NOT operator is
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if (not(thing)) then (...)- Bob the Hamster
- Liquid Metal King Slime
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the NOT operator cannot be abbreviated to ! and it requires parenthesis
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if (not(inventory(Item:arrow))) then(exit script)Thank you kindly for the updated script! The last time I seriously sat down to write a script for game was back in 2010(I think) for Chronoboy Adventures.Bob the Hamster wrote:the NOT operator cannot be abbreviated to ! and it requires parenthesis
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if (not(inventory(Item:arrow))) then(exit script)
On the topic of plotscripting and it's related dictionary, may I make a suggestion for the automatically generated docs(they are still auto-generated from an XML or another file, right?), is to enable easily access to each section from another sections. I'd recommend using the spiffy jquery-aciTree in the dictionary to make navigation of the dictionary a breeze. I was honestly thinking of going about this myself, but if the auto-generated docs support adding jQuery and a widget...
If not, I'd be more than happy to go about generating a PlotDict Web App, that uses 2-pane technology. For example, on the left you would still have the usual Category list, but in a tree form. You can easily expand and collapse these categories to see all the commands in each. Then clicking on a command would display it in the right pane. I guess this is similar to the familiar Windows Help system. This could be available alongside, the traditional dictionary that has been around since I can remember.
- Bob the Hamster
- Liquid Metal King Slime
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A 2-pane web app would be awesome!Chronoboy wrote:If not, I'd be more than happy to go about generating a PlotDict Web App, that uses 2-pane technology. For example, on the left you would still have the usual Category list, but in a tree form. You can easily expand and collapse these categories to see all the commands in each. Then clicking on a command would display it in the right pane. I guess this is similar to the familiar Windows Help system. This could be available alongside, the traditional dictionary that has been around since I can remember.
This is an automatically updating copy of the xml file: http://hamsterrepublic.com/ohrrpgce/docs/plotdict.xml
Yes! I would love improvements to the layout of the dictionary. The problem is that I don't know a think about XSL, or HTML for that matter.
I think the commands could also do with recategorisation, or the addition of subcategories. Tag would also be nice. For example "suspend npcs" relates to both NPCs and "suspending things".
I think the commands could also do with recategorisation, or the addition of subcategories. Tag would also be nice. For example "suspend npcs" relates to both NPCs and "suspending things".
It's true that I haven't seen non-OHR users asking about how to play games on Mac (though my whole point is that people don't indicate it's a possibility), but we DO have a lot of Mac users.@TMC:
How many people have PLAYED or even asked about an ohr game on mac? Maybe two people ever. :V
Last edited by TMC on Fri Oct 17, 2014 11:04 am, edited 1 time in total.
I'm a Mac user, if you wanted proof that they exist. Also codecademy.com has a pretty good tutorial for HTML that you can complete rather quickly. HTML basics are really easy to learn, so it's worth it if you think it would help you out to know it.
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- Froginator
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After all the programming with hammer, shovel and boomerang, theres another question left. How can I make shoes, wich have to be equipped by one of the heroes (it doesn't matter wich of them) wich make the characters walk faster and let them have a chargeable dashing/running move (Just like the pegasus boots in a link to the past)?
Last edited by Froginator on Sat Oct 18, 2014 8:29 pm, edited 2 times in total.
Again, I have to question whether the OHR is the best engine for whatever game it is that you are designing. This script has the potential to be pretty easy (at least for someone who has good mastery over reading keypress inputs), but aside from cosmetics (sound effect? different graphic for running?) there's an important question:
Is it important for the character to 'bounce backwards' if they hit a wall, like in Zelda? This was an important mechanic in Zelda, allowing a form of 'jumping' that was otherwise unavailable. This behavior will make the script a bit more difficult.
Is it important for the character to 'bounce backwards' if they hit a wall, like in Zelda? This was an important mechanic in Zelda, allowing a form of 'jumping' that was otherwise unavailable. This behavior will make the script a bit more difficult.
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- Froginator
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The one from mother 3 is probably the better choice I think the version without bouncing back is also okay there should be a sound and a graphic where the character has some dust particles behind him, but without using slices. I also think that the OHR is a really good choice bemause it's relatively easy to use and the programming language is easy to undertstand.