User:Zzo38: Difference between revisions
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*Macro preprocessor | *Macro preprocessor | ||
*Option to make file-picker to show all files regardless of type/extension, and to make when asking to type a filename to allow deleting the default extension | *Option to make file-picker to show all files regardless of type/extension, and to make when asking to type a filename to allow deleting the default extension | ||
*Ability to globally set certain elements as not displaying their values in the status screen during the game | |||
Text RELOAD format idea (called TRELOAD): | Text RELOAD format idea (called TRELOAD): |
Revision as of 03:35, 2 December 2014
I agree to release my contributions to this wiki as public domain when possible.
Feature wish (in the order they have been added; this isn't a priority order):
- Option to specify whether or not Vancian (Level MP) casting can use a higher level slot when the available slot is not available
- Battle script (see my talk on that page for more info)
- Allow experience awards to be negative (currently they are 0 to 32767, so in a signed 16-bit value you could go as low as -32768)
- Fast-forward key even if debugging is turned off
- More customization of equipment slots
- Target class "any except self"
- Hero extra fields 0,1,2
- Set whether currency symbol is a prefix or suffix
- Spell lists that delete a spell whenever it is used (can be used for lists that are prepared by script?)
- Seperate string and blob types in RELOAD
- Bitsets to tell enemies to provide cover against attacks that do or do not have specific element bitsets (for example, cover against all non-flying, or cover against all psychic); this prevents heroes from targeting enemies which are farther away from the one providing cover, so once they die it will be possible to target those beyond him
- Allow heroes to auto-perform an attack upon death (for example this may be used to perform an attack which kills all other heroes in case the game is you are supposed to keep a specific hero alive; another example is a simple counterattack; another example is to allow one of his body-parts to be used as an item in the current battle; yet another example is for that attack to instead-chain into a script)
- Absorption ratio instead of just a bitset (so, absorb off becomes 0% and obsorb on becomes 100%; negative absorptions could perhaps be used to implement a kind of recoil?)
- Allow damage absorption even if the attack is programmed not to actually inflict damage (combined with the above, you could cause an attack to chain into one which causes the target to attack the attacker back for their attack points in damage, ignoring defense)
- Allow poison/stun/mute/regen register to be used as attack/defense stats
- Allow changing which stat (or register) is used for aim/dodge
- True FM emulation (rather than just converting BAM to MIDI)
- New elemental resistance calculations for equipment can be defined: "true multiplication" (similar to existing one, but if there are an even number of negative percentages involved the total will be positive instead of negative), "smallest value" (whichever of the base and equipment values is smallest will be used instead of multiplying/adding them), "nonstacking bonuses" (additive, but only the most positive and most negative equipment values are used and all others are ignored)
- Attack bitset that records the old target's stat value before costs (if the attack targets the user and damages or cures the user's HP or MP on hit) and resetting to max (if programmed to do so by the corresponding bitset) and inflicting damage, and then afterward if the new value is greater than the old one, change it back to the old value (example: if you have an attack with this bitset and reset to max, and deals 20 stun damage to the target but the target is currently stunned by 30 points, it doesn't affect it but if they are currently stunned by 15 points then it changes to 20); however the amount of damage recorded as the "last damage dealt" should ignore this bitset and be recorded as the amount as if this wasn't used
- Script command LOADMENUSLICE to load a menu as a slice collection; it doesn't actually open the menu
- Map bitset to make it to save the persistent map state in the save game file
- Option to disable lossy compression for audio (may be useful for small sound effects)
- Script command to tell you whether or not a spell on a spell list would currently be castable outside of battle
- Chain conditions based on target's stats
- Chain conditions based on whether or not the attacker is wearing a particular piece of equipment
- Script commands to directly access buy, sell, and hire menus (instead of accessing the shop menu and going through there)
- Menu item bitset to display the current state of the tag that can be toggled with that menu
- Script command GETITEMVALUE to receive the "value" of the item (which can be used as an extra parameter if you do not need it for the menu)
- Script command RESTOREENEMIESANDFORMATIONS to restore all changes to enemies and formations done with the enemy and formation functions in the script
- Tag conditions for disabling/hiding battle menu items
- Macro preprocessor
- Option to make file-picker to show all files regardless of type/extension, and to make when asking to type a filename to allow deleting the default extension
- Ability to globally set certain elements as not displaying their values in the status screen during the game
Text RELOAD format idea (called TRELOAD):
- Comment starts with # and goes to end of line (ignored when parsing)
- Integer, with an optional - or + and then number in decimal format, or 0x (or 0X) and hex codes
- Floating point as a number with a . in it; scientific notation also possible
- Identifier as a bare word starting with a letter or underscore and containing letters, underscores, and digits; or any text in " marks, using "" to represent a literal " (the delimiters aren't part of the identifier name) (this is needed to represent empty node names)
- String with ' surrounding it; you can use '' to represent a literal ' (no other escapes are possible)
- Blob, starting with x' or X' followed by hex codes of the blob data; put another ' at the end
- Equal sign = after an identifier put a value in a node
- Braces { and } after a node to include a list of children nodes inside of the braces
- Brackets [ and ] after an identifier to make a list of nodes without specifying their name (these are children of the current parent; it isn't a new parent; the name before the [ becomes the name of all of these nodes) (so values have no delimiters not even equal sign; they can still have child nodes themselves though as normal)
- The sign $ represents a null value; it is only necessary inside of bracketed lists
- Escaping codes?