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Envelope script
Posted: Sat Jan 14, 2006 7:54 pm
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...

...
Posted: Sat Jan 14, 2006 8:00 pm
by asiekierka
#playerXon (the player X will play?)
Posted: Sat Jan 14, 2006 10:09 pm
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

Re: ...
Posted: Sun Jan 15, 2006 8:20 am
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!

)
Posted: Sun Jan 15, 2006 6:18 pm
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...
Posted: Mon Jan 16, 2006 7:11 am
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?

Posted: Mon Jan 16, 2006 11:35 am
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...
Posted: Mon Jan 16, 2006 12:24 pm
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".
Posted: Mon Jan 16, 2006 5:05 pm
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...
Posted: Tue Jan 17, 2006 10:47 am
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.
Posted: Tue Jan 17, 2006 4:37 pm
by Alan
Ain't that a nice idea?
Too right it is!
I've already thought of a few nice ideas that could use it...

Posted: Fri Jan 20, 2006 7:09 am
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."

That's probably way to hard to understand/code...Now it's getting a programming language!

...
Posted: Fri Jan 20, 2006 8:01 am
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

but 1 line (10) is cool!
Posted: Fri Jan 20, 2006 10:24 am
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...
Posted: Fri Jan 20, 2006 2:24 pm
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.