On Sat, Jul 03, 2010 at 04:49:59AM +1200, Ralph Versteegen wrote:
> > None of those should normally contain waits, but there would be
> > situations where it should be okay. For example, when level-up
> > calculation is based on your success in a slot-machine mini-game, or
> > when attack damage is modified by whether or not you accurately type a
> > word.
> >
> > Although in the case of NPC collision checks, it is pretty hard to
> > imagine a game that would want an interruption every time that happened.
> 
> I don't (or don't WANT to) understand... You're suggesting adding
> "delay this computation and backtrack all the way out and pause the
> battle system and run a script and then come back here and continue"
> mechanisms to sections of code such as attack animation+damage? That
> sounds like a nightmare to me, but you're far more familiar with the
> battle system than I am. Well, it would sound reasonable to me if you
> were to reimplement portions of the battle system as scripts.

Actually, I expect such a thing to be extremely easy if BattleScripting 
is implemented according to 
http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/Plan_for_implementing_battlescripting

> I was imagining that such 'calculation' scripts could still spawn
> other scripts, but that those spawned scripts wouldn't run until next
> tick (because you won't actually be inside the normal script
> interpreter loop at that point).

That would be fine too.

Actually, there would be different script triggers that would probably 
be better suited to inserting interactive interruptions into battle. For 
a typing tutor battle, I would probably be better of using some kind of 
animation trigger rather than a damage calculation trigger.

So I would interrupt the animation with a mini-game, store the score in 
a global (or a battle slot "extra" data slot), and then use that in the 
waitless damage calculation score.

---
James Paige
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