The development of the game itself or new resources for it. Any new stuff you're working on would go here, as well as the discussion of in-development stuff.
Now I just made life easier for EgoScripters. I basically removed the need for a message.txt file since you can now specify actual strings in tmpargument! Just begin and end a string with a " symbol and you are good to go!
Strings in script? Awesome. Is escaping with a backslash possible? (As in "\"Quoted and followed by itself is a quine\" quoted and followed by itself is a quine")
Zefz wrote:I have not implemented that. As far as I know there isn't any messages with double apostrophe ( " ) in egoboo. Instead we use the apostrophe ( ' ).
*gasp*
I use tose for a lot of things, like "%n_reads_the_sign:_"BLAH_BLAH."."
Although it doesn't really matter since stuff (other than skins) I make won't be included in Egoboo, at least anytime soon, right...?
Once upon a time, when unicorns roamed the earth...
Zefz wrote:Only single line. Currently it uses max 80 characters (same limit as in message.txt)
I know I shouldn't complain, but I hope the limit will be removed or something... I mean, it's... umm... kind of hard to have npcs that talk a lot of stuff because of that limit, without making it multiple messages. But yeah, it doesn't bother THAT much, but lol, you know.
EDIT: ugahhh double post... sorry.
Once upon a time, when unicorns roamed the earth...
New update! This one is pretty awesome: You can now spawn any object from any script file through a string. Egoboo will automatically load the object at game startup into a free slot number if it is needed.
The code above will spawn a sword.obj, it will scan both the local object folder and the global object repository for the folder you specified. If it is already loaded, it will simply spawn the object with the correct slot number. Magic!
I had to use the # symbol so that EgoScript knows the difference between a message string and a object reference. I havent implemented yet so that you can spawn from the random treasure tables. This now means that exported objects (such as spells) can now spawn any other object in the game (so scrolls that spawn monsters are now possible for example)
I've added a new SetTargetToNearbyWeapons function. This severely simplified and optimized many AI scripts that searched for nearby weapons to grab.
Basically the function searches the nearby vicinity if there is a weapon lying on the ground that the character can use. The search automatically skips weapons that cannot be used (lack of skill, class, etc.) Spoiler: Old vs New comparison
OLD SCRIPT
[code]
IfUnarmed
tmpx = 0
tmpargument = [SWOR]
tmpdistance = BLAHITEMS
SetTargetToWideBlahID
tmpx = 1
Else
tmpargument = [CLAW]
tmpdistance = BLAHITEMS
SetTargetToWideBlahID
tmpx = 1
Else
tmpargument = [MACE]
tmpdistance = BLAHITEMS
SetTargetToWideBlahID
tmpx = 1
Else
tmpargument = [SPEA]
tmpdistance = BLAHITEMS
SetTargetToWideBlahID
tmpx = 1
//and so on and so on for every weapon type
tmpy = 1 //if tmpx == 1 then we found a weapon
IfXIsEqualToY
tmpx = targetx
tmpy = targety
ClearWaypoints
AddWaypoint
Else
//no weapon found! what to do?
[/code]
NEW SCRIPT
[code]
IfUnarmed
SetTargetToNearbyMeleeWeapon
tmpx = targetx
tmpy = targety
FindPath //Move toward the weapon
Else
//No weapon found! what to do?
[/code]
Looking at your example script above, it seems like the script parser is looking for "#blah.obj" to see what the dependencies are, for the spawning from a string?
My original idea was to have an OnLoad OnLoad keyword/section that could have a DeclareDependency keyword. For instance,