[Ohrrpgce] SVN: james/10377 Add support in battle for UI colors for Damage, Heal, Absorb, Poison, an

Ralph Versteegen teeemcee at gmail.com
Tue May 15 04:28:09 PDT 2018


On 15 May 2018 at 23:19, Ralph Versteegen <teeemcee at gmail.com> wrote:

>
>
> On 15 May 2018 at 23:14, Ralph Versteegen <teeemcee at gmail.com> wrote:
>
>>
>>
>> On 15 May 2018 at 23:01, Ralph Versteegen <teeemcee at gmail.com> wrote:
>>
>>> OK. Might as well add UI colors as an option too, making use of
>>> ColorIndex()!
>>>
>>> I decided to work on some more savefile stuff instead of changing the
>>> harm text color. In the process, I noticed that in some games the harm text
>>> UI colours, and also other recent UI colors aren't getting initialised
>>> correctly!
>>> For example, http://castleparadox.com/gamelist-display.php?game=850
>>> This game has no uicolors.bin lump. All colours after vehicle shadow get
>>> initialised to garbage.
>>>
>>
>> Wow... I thought the stat assignment screen in this game was suspiciously
>> buggy for a game with such well-written scripts. And odd that the game is
>> so blank when you start.
>> Turns out, this game is utterly broken in current nightlies! It seems a
>> critical intro script (loadsave?) isn't getting called. It plays fine with
>> Ubersetzung.
>>
>
Oh, I tried again with a nightly build, and this time the intro script ran
normally. Seems it was some kind of glitch when selecting the Done option
in the stat assignment menu.


> Argh, Ubersetzung crashed on me in READGLOBALSTRING. I wonder, should I
> investigate this bug :P
>

>
>>
>>
>>>
>>> On 15 May 2018 at 14:02, James Paige <Bob at hamsterrepublic.com> wrote:
>>>
>>>> We could change it still. I won't have time to change it myself before
>>>> tonight's nightly build, but I can change it tomorrow easily, and we can
>>>> add a note in the IMPORTANT nightly text file.
>>>>
>>>>
>>>> On Monday, May 14, 2018, Ralph Versteegen <teeemcee at gmail.com> wrote:
>>>>
>>>>>
>>>>>
>>>>> On 15 May 2018 at 13:08, Ralph Versteegen <teeemcee at gmail.com> wrote:
>>>>>
>>>>>> This is great! I know Surlaw has been begging for this for years.
>>>>>>
>>>>>> Note, we have a problem with text slice colors. Unfortunately text
>>>>>> and other slices were implemented with 0=default color, 1-255=color from
>>>>>> master palette, and <=-1 typically meaning a UI color. (Implemented by
>>>>>> ColorIndex in loading.rbas, until recently called SliceColr)
>>>>>> This means that color 0 is not an option! In order to allow
>>>>>> converting menus to slices in the future, I used the same color numbering
>>>>>> scheme for menu item colors. I decided being able to use color 0 doesn't
>>>>>> actually matter much. This does actually have an advantage: the master
>>>>>> palette colors aren't offset by one, so you don't have to remember to
>>>>>> add/subtract one when manipulating slice or menu item colors in a script,
>>>>>> which I'm sure would trip many people up. And color 0 is often available as
>>>>>> uiBackground anyway.
>>>>>>
>>>>>> The same problem now exists with converting damage text in battles to
>>>>>> text slices, which now seems to be impossible.
>>>>>>
>>>>>
>>>>> Well, I guess it would be possible to find the nearest match to color
>>>>> 0 amongst colors 1-255. The same hack that's also done with uiShadow, which
>>>>> can't be 0.
>>>>>
>>>>>
>>>>>>
>>>>>> On 15 May 2018 at 10:45, <subversion at hamsterrepublic.com> wrote:
>>>>>>
>>>>>>> james
>>>>>>> 2018-05-14 15:45:06 -0700 (Mon, 14 May 2018)
>>>>>>> 79
>>>>>>> Add support in battle for UI colors for Damage, Heal, Absorb,
>>>>>>> Poison, and Regen
>>>>>>> ---
>>>>>>> U   wip/bmod.bi
>>>>>>> U   wip/bmod.rbas
>>>>>>> U   wip/bmodsubs.bas
>>>>>>> U   wip/whatsnew.txt
>>>>>>> _______________________________________________
>>>>>>> Ohrrpgce mailing list
>>>>>>> ohrrpgce at lists.motherhamster.org
>>>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherh
>>>>>>> amster.org
>>>>>>>
>>>>>>
>>>>>>
>>>>>
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>>>>
>>>>
>>>
>>
>
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