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
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