So I have recently moved into a new house. My first house. A brand-new house. I'm excited about that, but unpacking takes away from lots of things. I haven't been able to do any of the enemy playthroughs that I've wanted to do because my computer isn't hooked up.
Thing is, I HAVE given more thought to the copy/paste functionality in the AI. My biggest issue was what if someone attempted to paste straight text into it. If you tried that, it would crash the program pretty hard! XP Anyway, that was with my original ideas. I've had a few more since then and I've decided that I'm going to add that feature, but do some pre-processing to make sure it's valid and paste it directly into the visible script if it is. That way people can create templates and modify them outside WM/PrC (which I really don't recommend too much because that'll screw up some jumps in some cases) and paste them into either. I know some of my devoted followers have requested such a feature and it's time I deliver.
So, two things have to happen before I do this:
1) I have to finish moving/unpacking. I can't just let it half-go.
2) I have to at least unlock the Blackjack course in Dissidia. I've completed 3 DOs and Shade Impulse with Cloud. I've got a ways to go with that. :(
Oh yeah, one more thing. The odd thing about this is that if I want it to be pasted into a text box like Notepad or whatnot then I'll have to format the data. With that in mind, I'll have to include cr/lfs (carriage return/line feed or "hard return") in the output. It just so happens that this corresponds to "-*" in FFtext. So try not to include that particular combination in your texts, K? ;) In reality it'll be up to me for that to not destroy this copy/pasting.
Wednesday, October 28, 2009
Monday, October 12, 2009
Thursday, October 8, 2009
Next planned feature
So I'm pretty confident that I found all the problems with PrC and WM's working now. I've been toying with the idea of loading actual battle models into PrC when the battle preview is selected. Good idea, huh? Yeah, I thought so. :)
I've also decided that there will be a little dot where the camera's focus will be. Still working on it, but I've got less and less time each day. At least for a while.
I've also decided that there will be a little dot where the camera's focus will be. Still working on it, but I've got less and less time each day. At least for a while.
Friday, October 2, 2009
This is going to take a while...
I just thought of a new thing this should do, but it's going to take a while to make. Basically, I want to indicate to the user whether or not an attack is usable by a given enemy. There are two conditions to this:
1. The attack's index is LESS than 65535 (NULL)
2. The enemy's animation associated with each attack is LESS than 255 (NULL)
If these conditions are true the background color of the allowed attack will be window colored (usually white), indicating that the attack is usable. Otherwise the background color will be form colored (varies with desktop theme), indicating that it will cause an error if the enemy tries to use that attack.
If I REALLY REALLY wanted to go above and beyond, I'd make error checking on the AI. Accounting for allowed attacks and such. But I won't. ;)
1. The attack's index is LESS than 65535 (NULL)
2. The enemy's animation associated with each attack is LESS than 255 (NULL)
If these conditions are true the background color of the allowed attack will be window colored (usually white), indicating that the attack is usable. Otherwise the background color will be form colored (varies with desktop theme), indicating that it will cause an error if the enemy tries to use that attack.
If I REALLY REALLY wanted to go above and beyond, I'd make error checking on the AI. Accounting for allowed attacks and such. But I won't. ;)
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