http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=430
--- Comment #21 from [EMAIL PROTECTED] 2007-11-02 23:19 ---
You mean, afterbattle scripts? I hadn't heard about this, but the code
definitely looks like they'll steal the return value. I think some people
probab
On Nov 3, 2007 4:08 PM, <[EMAIL PROTECTED]> wrote:
> teeemcee
> 2007-11-02 20:08:50 -0700 (Fri, 02 Nov 2007)
> 183
> bug 430: warn and document situations where the bug occurs. Look out for
> "WANTIMMEDIATE BUG" in g_debug.txt
> I decided to disable the bug for now, as a trial, to keep encourage
teeemcee
2007-11-02 20:08:50 -0700 (Fri, 02 Nov 2007)
183
bug 430: warn and document situations where the bug occurs. Look out for
"WANTIMMEDIATE BUG" in g_debug.txt
I decided to disable the bug for now, as a trial, to keep encourage reports
---
U wip/game.bas
U wip/moresubs.bas
_
On Oct 27, 2007 9:58 AM, <[EMAIL PROTECTED]> wrote:
> james
> 2007-10-26 13:58:27 -0700 (Fri, 26 Oct 2007)
> 70
> You can now edit add menu items, but only their captions are editable
> ---
> U wip/common.bas
> U wip/common.bi
> U wip/flexmenu.bas
> U wip/loading.bas
> U wip/menustuf.bas
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=430
--- Comment #20 from [EMAIL PROTECTED] 2007-11-02 18:45 ---
It'd be nice if fightformation did not imply a wait; I have a hunch that this
might be the cause of some vaguely buggy behavior in a couple of my scrip
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=430
--- Comment #19 from [EMAIL PROTECTED] 2007-11-02 18:23 ---
(In reply to comment #18)
> (In reply to comment #17)
> > Lately, I've been thinking that I don't really see a reason why
> > teleporttomap
> > should
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=489
--- Comment #9 from [EMAIL PROTECTED] 2007-11-02 14:10 ---
What I was thinking was something like this (a kinda proto-scripting):
An enemy has a variable number of attack lists (or, a larger, fixed number of
li
james
2007-11-02 12:48:13 -0700 (Fri, 02 Nov 2007)
56
Menu items are now rearrangeable using SHIFT+arrow keys
---
U wip/flexmenu.bas
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james
2007-11-02 12:45:08 -0700 (Fri, 02 Nov 2007)
74
Fix a type conversion warning (putting a -1 true value in a UBYTE is bad)
---
U wip/udts.bi
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james
2007-11-02 12:33:34 -0700 (Fri, 02 Nov 2007)
30
Menu items are now deleteable
---
U wip/common.bas
U wip/flexmenu.bas
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james
2007-11-02 11:12:22 -0700 (Fri, 02 Nov 2007)
43
Bitsets for menus (not yet for menu items)
---
U wip/common.bas
U wip/flexmenu.bas
U wip/loading.bas
U wip/udts.bi
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http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=490
--- Comment #4 from [EMAIL PROTECTED] 2007-11-02 11:00 ---
Actually, looking around the Wiki, it seems like OHR++ already has a RPG file
parser that works.
Perhaps an idea would be to fork off the working RPG f
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=490
--- Comment #3 from [EMAIL PROTECTED] 2007-11-02 10:47 ---
There needs to be a RPG file access library (librpgfile?), written in cross
platform C, to help this kind of scenario. It would suck totally to write t
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=490
--- Comment #2 from [EMAIL PROTECTED] 2007-11-02 09:11 ---
Hmmm That is a good point-- but it changes the problem that the utility has
to solve form a simple search for a given value to a fairly complicated
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=490
--- Comment #1 from [EMAIL PROTECTED] 2007-11-02 09:05 ---
Should the utility count how often the command is used directly, or should it
count how often it is used altogether, including through scripts calling o
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=490
Summary: External util to get plotscript command usage from a
collection of games
Product: OHRRPGCE
Version: N/A
Platform: All
OS/Version: All
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=430
--- Comment #18 from [EMAIL PROTECTED] 2007-11-02 08:35 ---
(In reply to comment #17)
> Lately, I've been thinking that I don't really see a reason why teleporttomap
> should cause a wait anyway. It could load t
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=489
--- Comment #8 from [EMAIL PROTECTED] 2007-11-02 08:03 ---
Oh yeah. One more thing to think about, is that we may want to re-use the same
code yet again at some point to give heroes (optional) AI data, for
non-u
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=489
--- Comment #7 from [EMAIL PROTECTED] 2007-11-02 08:00 ---
I like these ideas, but before we jump into an implementation, there is a
related consideration I want to bring up.
Right now there are three classes o
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=489
--- Comment #6 from [EMAIL PROTECTED] 2007-11-02 07:02 ---
> Yes, I understand that this behaviour might be useful in more than one
> circumstance, but battle scripting or the "more intelligent monsters" would b
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=489
--- Comment #5 from [EMAIL PROTECTED] 2007-11-02 04:09 ---
Actually, I didn't look close enough at the first part, and that seems pretty
good. As for the second part, while I understand what he's doing, I don't
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=430
--- Comment #17 from [EMAIL PROTECTED] 2007-11-02 04:06 ---
Lately, I've been thinking that I don't really see a reason why teleporttomap
should cause a wait anyway. It could load the map, and then resume execut
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=489
--- Comment #4 from [EMAIL PROTECTED] 2007-11-02 03:59 ---
That's a very strange implementation. Why not just go with Neo's
sensible/obvious algorithm?
I suppose reliable probabilities would be nice, but they n
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