Envelope script

Got a cool idea that should be in R'n'D? Let's hear it!

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Rockford4ever
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Envelope script

Post by Rockford4ever »

It would be cool to have a small script thing for the mail envelopes, so they show some things in the text.
Like some codes as #timeleft (shows current time/steps left) or #dynamite (shows current dynamites).
Of course, the # can be replaced with something else if you want.
I don't really know how hard it should be to code...
Anyways, some of the things I thougt of:

#score (Shows current score)
#dynamite (Shows current dynamite)
#timeleft (Shows current time/steps left)
#level (Shows current levelnumber)
#cevalueX (Shows CE Value of Custom Element X)
#player (Shows the "name" that can be changed in the main menu)

Many things could be done, but of course it needs documentation...:(
asiekierka
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...

Post by asiekierka »

#playerXon (the player X will play?)
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Zomis
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Post by Zomis »

Ah, beautiful idea, Rockford4ever!
However, I think it would be easier to use #cescoreX instead of #cevaluex, since CE Score is for the CE type, while CE value is individual for all CEs. But of course, maybe both could be used :)
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Rockford4ever
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Re: ...

Post by Rockford4ever »

asiekierka wrote:#playerXon (the player X will play?)
Well, that's more like a CE action thing. What I'm trying to say is things that can be outputted as text, like the ones I said. New ideas:
#playern, (show number of in-game player that is played.)

And something cool: # followed by a levelscketch code brings out that item (small one, else it is to big for text! 8) )
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Holger
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Post by Holger »

Interesting idea -- but as most of these information is available from the game control panel or otherwise obvious, I don't think that it's really worth the effort...
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Rockford4ever
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Post by Rockford4ever »

You're right, but we could add some operators like for example;

A CE "guard" with a CE value that changes when player collects an emerald, an changes to emplty space when its CE value is zero.

When you don't have enough, he'll say:
"Stop, you still need #cevalue emeralds to pass here!"

Ain't that a nice idea? :D
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Martijn
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Post by Martijn »

Holger wrote:Interesting idea -- but as most of these information is available from the game control panel or otherwise obvious, I don't think that it's really worth the effort...
Well, why don't you write it on the bottom of your TODO list? Then it will be integrated in 2015 maybe...
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Post by Zomis »

I truly agree with Rockford4ever, although maybe not all "commands" would be neccessary, #cevalue, #cescore and #player would be truly nice.
For example,
"Sorry #player, but you're not done yet. You have #cescore1 missions remaining".
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Holger
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Post by Holger »

> When you don't have enough, he'll say:
> "Stop, you still need #cevalue emeralds to pass here!"
>
> Ain't that a nice idea?

That's indeed a good idea!

Wouldn't be too hard to add, in fact...
Tomi
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Post by Tomi »

It seems to me that we're returning to the problem of "max 4 envelopes" again... that was already discussed in its own thread however.
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Alan
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Post by Alan »

Ain't that a nice idea?
Too right it is! :D

I've already thought of a few nice ideas that could use it... ;-)
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Rockford4ever
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Post by Rockford4ever »

See Holger? Everyone likes it! :)
Maybe you could include it in version 3.2.0rc7 or so. Maybe rc8. I'm already happy when it gets added in V3.2.1! ;-)
You do have a point with the sidebar stuff, but you could add it, can you?
BTW, here is another idea: (just a joke, or maybe for RND 6.5.9... ;))

Code: Select all

10 if "player1" has "redkey" then goto 20 else goto 30
20 print "you have a red key!"
30 print "you don't have a red key."
:lol: That's probably way to hard to understand/code...Now it's getting a programming language! ;)
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Post by asiekierka »

BASIC yeah?
Better will be, and no that chunks!

example 2:
I don't know BASIC but its easy
10 IF "player1" has "ce5" collected then goto 20 else goto 40
20 print "Sorry man, this is a die key!"
30 goto 60
40 print "Thanks for the God..."
50 goto 70
60 load "player1\die"
70 delay 100
line 6 (60) will be good joke but needed :D
but 1 line (10) is cool!
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Post by Tomi »

The idea is totally crazy, but if you're really going to do it, I recommend Lua as an embedded language:
http://www.lua.org/
http://en.wikipedia.org/wiki/Lua_programming_language
It's powerful, lightweight, robust, flexible and programmed in C. I consider it much better than some wierd BASIC clone, but of course, it's your choice...
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Post by Zomis »

I agree with Tomi, this idea starts to get a little bit too crazy.
I doubt that Holger will implement any kind of Script System into RND in the near future. So please, until then: Don't post any more "This would be cool with scripts"-ideas.
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