igotsthepower9000 said:
So...about a demo showing off alchemy...
When could that possibly happen?
Uhm...
A week or 8?
I've got the essential TSC commands now, so alchemy will be a piece of cake. :3
...
Granted it won't be nearly as impressive looking all-in-all compared to the huge scripts I've posted before, but eh.
andwhyisit said:
I don't care about the others so much but the skipflags (3 commands), flags (3 commands), and variables (2 commands and VXXX) need limits at least. I'd prefer to not be able to crash the game or cause undesirable effects just because I casually set a variable. All in all it would be so much easier to just go along with the original idea of allocating (is that the right word?) additional ram for variable use. For things like health instead of potentially breaking the game you can use system variables (SXXX). Unlike the standard variable list you cannot edit system variables, only read them. This allows you to use any important value from ram and input it into an argument, including VAR and CMJ.
They will use the last 2000 flags.
There are 120 in total.
The first 5 are reserved for values that are calculated per-frame.
The remaining 115 are usable for whatever.
I'm NOT going (to force Noxid/Lace) to re-do this to include any sort of limiter; especially since there are some pretty neat things you can screw with.
The absolute final command set for WatS:
<VAR
<VAO
<RND
<VAJ
<VAZ
<EXPXXXX - Give current weapon X energy.
<BULXXXX - Spawn bullet X.
<MIMXXXX - Switch to mask X.
<NUMXXXX - Modified to return variable X as text.
As well, VXXX can be passed as an argument to any command.
It substitutes the value of variable X.
Anyways, thanks to these awesome TSC commands, I can now enable BULK ALCHEMY.
So it will essentially go:
Start (Set alchemy flag)
Pick recipe (Set variable X and Y)
* Pick quantity (Set variable Z)
Check IF BaseMaterialAmount>Z, Return *, ELSE continue
Check IF X>0, Return **, ELSE continue
Check IF Y>0, Return **, ELSE continue
Pass XYZ to the alchemy processor
Make items
End
**"You don't have the materials to make this.", Return Start
^ Some sort of psuedo-code
So allow me to open that can of worms once more: What alchemy items should I allow to be created?
As you might be able to gather from the psuedo-code, I am gonna lock in 6 recipes to each of 3 ranks.
HOWEVER.
This is your chance, people.
Tell me what you want your alchemy items to do.
First 2 are already locked in for each tier; a healing potion, weapon energy potion.
If it doesn't involve either of those, I wanna hear it.