subversion | 1 Nov 2011 18:16
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SVN: james/4897 Fix crash when loading old-format .sav file slots.

james
2011-11-01 10:16:46 -0700 (Tue, 01 Nov 2011)
249
Fix crash when loading old-format .sav file slots.
This crash was introduced in revision 4792 when the hmask() bitset
array was DIMed down to the (2) that it actually needs to be instead
of the arbitrary oversized (3) that the sav format was using.
---
U   wip/savegame.bas
Adam Perry | 1 Nov 2011 20:50
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Re: Developing hspeak commands



On Tue, Oct 18, 2011 at 9:45 PM, Ralph Versteegen <teeemcee <at> gmail.com> wrote:
On 2 October 2011 14:21, Ralph Versteegen <teeemcee <at> gmail.com> wrote:
> On 2 October 2011 10:16, James Paige <Bob <at> hamsterrepublic.com> wrote:
>>> > You can see why I get wary about new commands sometimes :)
>>>
>>> For similar reasons, I'm iffy about the damage-equation commands. I'd
>>> like to completely overhaul the attack damage calculation and its
>>> presentation in the editor. Just thinking about it makes me want to
>>> start immediately. Firstly, extra damage. Maybe this should be changed
>>> (in the attack editor) to a (floating point?) multiplier, so "Extra
>>> damage: 10%" becomes "Damage multiplier: 110%". I've always found the
>>> presentation of the "100 damage" and "100% of Max/Current" options
>>> weird.
>>
>> I agree. That would be better presentation.
>>
>>> Also, we wanted to generalise blunt/normal/sharp damage by letting you
>>> choose the multiplier on both the attack and defense stats (and let
>>> you add together multiple attack stats, each with its own
>>> multiplier?). In fact, this is something I wanted to do pretty soon;
>>> I've been meaning to do it for months. So I'm not keen on adding "read
>>> attack damage equation" if it'll be obsolete and useless by the next
>>> release, how about "read attack damage stat multiplier [as int?]" and
>>> "read attack defense stat multiplier [as int?]". If we wanted multiple
>>> damage/defense stats which are summed, I guess we can tack on an
>>> argument for the nth term in the equation later.
>>
>> That sounds like a good plan to me.
>>
>>>  I'd like the menu to look like:
>>>
>>>
>>> Example 1:
>>>
>>> ==Damage Equation==
>>> Attack damages target stat  [Other options include curing and setting the stat]
>>> Target Stat: Defender HP  [Other options include global variables and
>>> stun/poison/regen registers, and elemental resists]
>>> Base ATK Stat: Attacker Atk
>>> ...multiplier: 100%
>>> Base DEF Stat: Defender Def
>>> ...multiplier: 50%
>>> Total multipler: 110%
>>>
>>> (The bottom of the screen previews the equation:)
>>> Damage = 110% * (Attacker Atk - 50% * Defender Def)
>>> If Damage < 1 Then Damage = 1
>>> Target HP -= Damage
>>>
>>> Example 2:
>>>
>>> ==Damage Equation==
>>> Attack sets target stat
>>> Target Stat: Defender HP
>>> Base ATK Stat: Defender Max HP
>>> ...multiplier:  1%
>>> Base DEF Stat: None
>>> Total multipler: 100%
>>>
>>> Target HP = 1% * Target Max HP
>>>
>>>
>>> Hey James, can editedit do this? :) I'm guessing no; I'll whip up a prototype.
>>
>> I would certainly like for edit edit to be able to do that.
>>
>> ---
>> James Paige
>
> I'm sure it could (should) be able to do the damage options
> themselves, but it would be asking far to much for to handle previews
> like that as well. We need to be able to include custom preview code
> inside an editedit menu (maybe it would be cleaner to do this with a
> callback so that the edit-edit-runner still handles the
> input-update-draw loop).
>

We forgot about this patch! What's happening?
What INDEED?
 

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subversion | 4 Nov 2011 17:11
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SVN: james/4898 Major refactoring of the shop stuff editing code.

james
2011-11-04 09:11:55 -0700 (Fri, 04 Nov 2011)
124
Major refactoring of the shop stuff editing code.
This code is still kinda awful, but it is no longer Eldrich Horror awful.
---
U   wip/custom.bas
U   wip/custom_udts.bi
James Paige | 4 Nov 2011 17:14
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Re: SVN: james/4898 Major refactoring of the shop stuff editing code.

On Fri, Nov 04, 2011 at 09:11:56AM -0700, subversion <at> HamsterRepublic.com wrote:
> james
> 2011-11-04 09:11:55 -0700 (Fri, 04 Nov 2011)
> 124
> Major refactoring of the shop stuff editing code.
> This code is still kinda awful, but it is no longer Eldrich Horror awful.

This cleanup is the sort of thing I have been putting off and putting 
off, saying to myself: "Any cleanup I do now will be redundant when the 
Editor Editor is done" ... but that kind of thinking is paralyzing, so 
yay for future-redundant cleanup! :)

---
James
Jay Tennant | 4 Nov 2011 17:44

gui controls

Just a question. Assuming custom/game happened to get a GUI facelift that was OS and resolution independent, what kind of controls would be used?
 
Some that come to mind are check boxes, buttons, edit boxes, static text, sliders. What kind of controls would you want to use, and where?
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James Paige | 4 Nov 2011 17:57
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Re: gui controls

On Fri, Nov 04, 2011 at 11:44:41AM -0500, Jay Tennant wrote:
>    Just a question. Assuming custom/game happened to get a GUI facelift that
>    was OS and resolution independent, what kind of controls would be used?
>     
>    Some that come to mind are check boxes, buttons, edit boxes, static text,
>    sliders. What kind of controls would you want to use, and where?

I guess I have difficulty imagining how to apply that type of facelift 
to Game without breaking things.

Custom is a different story. A facelift would be wonderful for game. I 
think checkboxes, edit-boxes, and combo-boxes would be fantastic. The 
same widgets that are in standard widget toolkits like WxWidgets and 
GTK+ would work well for the OHR, especially if we could build more 
complex compound widgets by combining groups of other widgets.

For example, an Item widget, that would be a combo-box with a drop-down 
list populated with all exiting items, and a numeric text-entry box next 
to it for the quantity of items, and maybe even a number slider 
(although I am not a big fan of number sliders. They seem cool in 
theory, but in practice they tend to be awkward and imprecise)

---
James
subversion | 4 Nov 2011 21:51
Favicon

SVN: james/4899 Cleanup of the shop editor (the top level part, not the Shop Stuff Edito

james
2011-11-04 13:51:35 -0700 (Fri, 04 Nov 2011)
101
Cleanup of the shop editor (the top level part, not the Shop Stuff Editor that I already cleaned up)
---
U   wip/custom.bas
U   wip/custom_udts.bi
subversion | 4 Nov 2011 22:10
Favicon

SVN: james/4900 Replace GOTO finis with SUB cleanup_and_terminate()

james
2011-11-04 14:10:40 -0700 (Fri, 04 Nov 2011)
52
Replace GOTO finis with SUB cleanup_and_terminate()
---
U   wip/custom.bas
subversion | 4 Nov 2011 23:59
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SVN: james/4901 Replace GOTO hsimport with SUB import_scripts_and_terminate()

james
2011-11-04 15:59:15 -0700 (Fri, 04 Nov 2011)
62
Replace GOTO hsimport with SUB import_scripts_and_terminate()
---
U   wip/custom.bas
Jay Tennant | 5 Nov 2011 01:38

Re: gui controls

> From: James Paige <Bob <at> HamsterRepublic.com>
> Sent: Friday, November 04, 2011 11:58 AM
> 
> On Fri, Nov 04, 2011 at 11:44:41AM -0500, Jay Tennant wrote:
> >    Just a question. Assuming custom/game happened to get a GUI facelift that
> >    was OS and resolution independent, what kind of controls would be used?
> >     
> >    Some that come to mind are check boxes, buttons, edit boxes, static text,
> >    sliders. What kind of controls would you want to use, and where?
> 
> I guess I have difficulty imagining how to apply that type of facelift 
> to Game without breaking things.
> 
> Custom is a different story. A facelift would be wonderful for game. I 
> think checkboxes, edit-boxes, and combo-boxes would be fantastic. The

Oh yeah, I forgot about combo boxes! So that would group, say a collection
of mutually exclusive radio buttons.

> same widgets that are in standard widget toolkits like WxWidgets and 
> GTK+ would work well for the OHR, especially if we could build more 
> complex compound widgets by combining groups of other widgets.
> 
> For example, an Item widget, that would be a combo-box with a drop-down 
> list populated with all exiting items, 

Of course! A drop-down list--how useful!

> and a numeric text-entry box next 
> to it for the quantity of items, and maybe even a number slider 
> (although I am not a big fan of number sliders. They seem cool in 
> theory, but in practice they tend to be awkward and imprecise)

Hmm, good point, perhaps for opacity control, or some such aesthetic element, the
slider may be more appropriate, but not for precise assignment.

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