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  #1  
Old 2009-04-02, 22:53
Sonozaki Futago-tachi
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Post *NScripter API updates

I've made a partial translation of the most recent NScripter API, covering at least the commands that the old translated API covered. I've noted what's supported in each NScr-based game engine.

Also, I'm building this API with XML, for easier addition of new (say, ONScripter-only) commands.

I need to take a break from this for the next week, but if anyone has comments, questions or suggestions I'd be glad to hear them.

(Been interesting having to test some of the more vaguely-documented commands...)

Mion (Sonozaki Futago-tachi)

Last edited by Sonozaki Futago-tachi; 2009-04-03 at 14:55. Reason: Forgot the link! D'oh!
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  #2  
Old 2009-04-03, 03:49
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Ahm... I have a question. Where's the translation? :P
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  #3  
Old 2009-04-03, 14:56
Sonozaki Futago-tachi
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Ooops... fixed ^^;

Mion (Sonozaki Futago-tachi)
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  #4  
Old 2009-04-03, 22:08
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It looks great! Here, frames version for the lazy: http://downloads.satsuki.nl/message/....65.frames.rar

This is, without a doubt, the best translation project of 2009. ^___^


Edit: D'oh, why put it in a rar when I'm uploading it to Sacchin anyway... Here:
http://downloads.satsuki.nl/NScrAPI.html
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  #5  
Old 2009-04-04, 01:59
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YEEEEHAAA! =^__^= Mion, you are the greatest! *Hau~ omochi kaeri!*
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  #6  
Old 2009-04-04, 09:42
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...OOOOOOOH. This will make life so much easier! 8D /loves forevar
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  #7  
Old 2009-04-08, 00:38
Sonozaki Futago-tachi
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Quote:
Originally Posted by Message View Post
It looks great! Here, frames version for the lazy
What, so you want frames?

Sure, I got frames: http://www.sendspace.com/file/ea4b0t
Just open index.xml with your favorite browser.

Oh by the way, this includes format specs for image processing tags - take a look at the lsp command.

Enjoy!

Mion (Sonozaki Futago-tachi)

Last edited by Sonozaki Futago-tachi; 2009-04-08 at 00:44.
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  #8  
Old 2009-04-08, 23:07
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Yay frames! Yay Yay animation code! ^^

View online: http://downloads.satsuki.nl/NScrAPI/NScrAPI.xml
Framed: http://downloads.satsuki.nl/NScrAPI/NScrAPI-framed.xml
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  #9  
Old 2009-04-09, 06:24
Sonozaki Futago-tachi
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Aaaaaand here's an even more fun framed version: http://www.sendspace.com/file/g49s08

Open "NScrAPI-framed.xml" in your browser to enjoy.

Mion (Sonozaki Futago-tachi)
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  #10  
Old 2009-04-15, 00:23
Sonozaki Futago-tachi
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New API version: http://www.sendspace.com/file/znh90y

I fixed up the XSLT, made links to game engine home pages, and added some command entries - including the *ONScripter-only ` (backquote).

Mion (Sonozaki Futago-tachi)

Last edited by Sonozaki Futago-tachi; 2009-04-16 at 00:13. Reason: Newer API
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  #11  
Old 2009-04-15, 00:34
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Online copy updated.
Normal: http://downloads.satsuki.nl/NScrAPI/NScrAPI.xml
Framed: http://downloads.satsuki.nl/NScrAPI/NScrAPI-framed.xml

Quote:
NUM Variable number (0 - 4095)

Work the same as numeric variables -- including the 1000-variable limit and general vs. global designation -- except for character strings.
The default value for character variables is "".
※ The maximum variable number was increased from 999 to 4095.
So... The number can reach up to 4095, but you can still only use a maximum of 1000? If the limit really is 4095, you might want to remove the 1000 reference. Else, explicitly state which engines support 4095 variables and which only 1000.

Quote:
When textgosub is defined, the clickwait @ should be toggled out of single-byte mode (e.g. `Hello.`@` This is text`@), otherwise single-byte text after the clickwait won't display correctly. (by Mion)
Another option is to make sure each @ is followed by a CR/LF. I used this in Fool's Errand as a workaround. It never occured to me to try `@` though, good point there. ^_^

Also, what's the difference between the two $ entries? Same for the two % entries.
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  #12  
Old 2009-04-15, 00:44
Sonozaki Futago-tachi
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Quote:
Originally Posted by Message View Post
So... The number can reach up to 4095, but you can still only use a maximum of 1000? If the limit really is 4095, you might want to remove the 1000 reference. Else, explicitly state which engines support 4095 variables and which only 1000.
Sure, I'll fix that for the next release. I might as well be more informative than a straight translation of the Japanese ^^;

Quote:
Originally Posted by Message View Post
Another option is to make sure each @ is followed by a CR/LF. I used this in Fool's Errand as a workaround. It never occured to me to try `@` though, good point there. ^_^

Also, what's the difference between the two $ entries? Same for the two % entries.
Sure, end-of-line @ clickwaits are fine, but it does mess up mid-text clickwaits.

And the 2 $ and % entries are (1) variable syntax and (2) text-command for retrieving variable values. Yeah, I don't quite get it either, but the original API had 2 entries for each. I suppose to be consistent, I should add an extra entry for '?' to account for array elements within text...

Mion (Sonozaki Futago-tachi)
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  #13  
Old 2009-04-15, 00:55
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Quote:
Originally Posted by Sonozaki Futago-tachi View Post
Sure, end-of-line @ clickwaits are fine, but it does mess up mid-text clickwaits.
Actually I meant something like this:
Code:
`"I seem to have made it in time-nya.@
` So, pretty lady, this is a luxury liner to Hollywood, the Golden Dome?"\
`"Uhuhu.@
` Yes, this is Charon's ferry terminal.@
` I have been waiting for you, Monster ca...... Um, I mean, Valiant Cat of Chaos-san!@
` This boat (trap) will make you a star (send you to the stars)!"\
Now that I think about it, this is of course almost the same as your solution: By adding a cr/lf, the interpreter closes the halfwidth command that was given at the beginning of the line. By starting the next line with ` again, it is reopened. The net result is the same as using `@` mid-sentence.
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  #14  
Old 2009-04-15, 06:55
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Quote:
By adding a cr/lf, the interpreter closes the halfwidth command that was given at the beginning of the line. By starting the next line with ` again, it is reopened. The net result is the same as using `@` mid-sentence.
But wouldn't that obviously mess up the text on screen ?
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  #15  
Old 2009-04-15, 09:30
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Quote:
Originally Posted by pbsaffran View Post
But wouldn't that obviously mess up the text on screen ?
No, the workaround works just fine. The only problem is that you have to begin every text sentence on a new line in the script, which was somewhat annoying to do. That's why Mion's suggestion is probably better.
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