subversion | 1 Feb 2008 01:19
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SVN: james/1871

james
2008-01-31 16:19:26 -0800 (Thu, 31 Jan 2008)
47
A plethora of uilook() fixes in the map editor
---
U   wip/flexmenu.bas
U   wip/mapsubs.bas
subversion | 1 Feb 2008 01:30
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SVN: james/1872

james
2008-01-31 16:30:46 -0800 (Thu, 31 Jan 2008)
195
Fix a crash in yesno() caused by out-of-range array access
caused by passing a color value instead of a box style number
to centerbox. Added a sanity check to centerbox to warn
on invalid input.
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U   wip/common.bas
U   wip/customsubs.bas
Bob-bugzilla | 1 Feb 2008 03:08
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[Bug 335] Show what stats are boosted on level-up, and by how much (a la Dragon Warrior and Final Fantasy)

http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=335

------- Comment #1 from ronincatholic <at> rk-comics.com  2008-01-31 18:08 -------
(In reply to comment #0)
Well, it's going to show what each of those spells are one textbox at a time
afterwards anyway.

I'd like this, especially if it didn't show any stats that didn't go up. For
example,

  +----------------------------------------+
  |         Level-up for Hero Dude!        |
  | HP: +3                        MP:   +1 |
  | Atk: +2                       Def:  +1 |
  +----------------------------------------+

Looks a lot better than

  +----------------------------------------+
  |         Level-up for Hero Dude!        |
  | HP: +3                         MP: +1  |
  | Atk: +2                       Wil: +0  |
  | Aim: +0                       Spd: +0  |
  | Def: +1                       Ctr: +0  |
  | Dog: +0                       MP~: +0  |
  | Mag: +0                       Hits: +0 |
  +----------------------------------------+

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Bob-bugzilla | 1 Feb 2008 03:18
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[Bug 428] New Aim types

http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=428

------- Comment #4 from ronincatholic <at> rk-comics.com  2008-01-31 18:18 -------
I would think it best to have base aim stat and base dog stat options in the
attack editor, as well as if aim>dog, if aim<dog, and if aim=dog % values
customizable. The old types, all of which(besides Magic) are heavily in favor
of hitting, would be left there for backwards-compatibility.

For example, I would like Aim vs Dog
If Aim > Dog 90%
If Aim < Dog 25%
If Aim = Dog 66%

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Bob-bugzilla | 1 Feb 2008 03:23
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[Bug 587] New: Stun doesn't stop attacks

http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=587

           Summary: Stun doesn't stop attacks
           Product: OHRRPGCE
           Version: 20080121 Voxhumana
          Platform: PC
        OS/Version: Windows XP
            Status: NEW
          Severity: normal
          Priority: P3
         Component: Battles
        AssignedTo: ohrrpgce <at> lists.motherhamster.org
        ReportedBy: teeemcee <at> gmail.com

When you hit a hero or enemy with a stun attack, they continue their current
chain of attacks. Of course, you will often want this for complicated effects,
so perhaps we should add an attack bitset to specify whether chains are broken
or not, or whether they resume when the character's stun expires. I think the
default should be to break chains.

Note that this also happens if a hero or enemy is stunned after choosing an
attack, but before starting it, where it really looks bad.

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Bob-bugzilla | 1 Feb 2008 03:30
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[Bug 588] New: Heroes get free attack if stunned while selecting a target

http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=588

           Summary: Heroes get free attack if stunned while selecting a
                    target
           Product: OHRRPGCE
           Version: 20080121 Voxhumana
          Platform: PC
        OS/Version: Windows XP
            Status: NEW
          Severity: normal
          Priority: P3
         Component: Battles
        AssignedTo: ohrrpgce <at> lists.motherhamster.org
        ReportedBy: teeemcee <at> gmail.com

If an enemy hits the current hero with a stun attack while the player is
choosing a target for an attack, then the player loses control and the attack
is targetted (while stunned) at a random target. When that hero's stun wears
off, their ready meter is still full, and the player is brought back to target
selection. If they pick a target however, that hero loses its turn (probably
because the attack is invalid?)

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Bob-bugzilla | 1 Feb 2008 03:34
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[Bug 39] Is there a way to make sure Long hero names fit on the screen when inserted in textboxes?

http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=39

------- Comment #5 from ronincatholic <at> rk-comics.com  2008-01-31 18:34 -------
I've actually had this idea on my head for a couple years now, but now that I
got my password fixed I can finally give this a go.

Why not do like the older Dragon Warrior games, and cut off the end of the
hero's name if it won't fit in the textbox? Most of the name strings are 6
characters long, the first ten are 5. This means that, for example, if Bob the
Hamster were to have a textbox like this:

+--------------------------------------+
|Bob the Hamster: I am really spiffy, yo
+--------------------------------------+

Would instead look like:

+--------------------------------------+
|Bob the: I am really spiffy, you know!|
+--------------------------------------+

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Bob-bugzilla | 1 Feb 2008 06:05
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[Bug 587] Stun doesn't stop attacks

http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=587

Bob <at> HamsterRepublic.com changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|NEW                         |RESOLVED
         Resolution|                            |WORKSFORME

------- Comment #1 from Bob <at> HamsterRepublic.com  2008-01-31 21:05 -------
There is already a bitset for this. Just turn on "Cancel target's attack" for
the stun attack.

See also bug 237

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Bob-bugzilla | 1 Feb 2008 06:06
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[Bug 588] Heroes get free attack if stunned while selecting a target

http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=588

------- Comment #1 from Bob <at> HamsterRepublic.com  2008-01-31 21:06 -------
Although I think the "Cancel target's attack" bitset will work around this
problem, it does sound rather buggy...

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Bob-bugzilla | 1 Feb 2008 06:10
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[Bug 39] Is there a way to make sure Long hero names fit on the screen when inserted in textboxes?

http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=39

------- Comment #6 from Bob <at> HamsterRepublic.com  2008-01-31 21:10 -------
What if writing ${H0______} would make the name fit exactly the length of the
${} thingy? It wouldn't work for really short names, but it would be pretty
easy to implement and would look fairly sane in the text box editor

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Gmane