On 3 July 2010 08:12, James Paige <[email protected]> wrote: > 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'm not seeing what you are (in particular, nothing on that page jumps out at me as relevant)... could you sketch your implementation idea? But I realise that what I described was a worst-possible scenario, and that you can make things simplify massively by doing things like checking whether a script needs to be called before you do anything that would be tricky to undo or break out of. >> 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 > _______________________________________________ > Ohrrpgce mailing list > [email protected] > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org > _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
