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Castle Paradox
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon May 16, 2005 5:06 am Post subject: New suggestions for the programmers |
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1. Would it be possible to have a new choice for the hitting percentage of an attack (I'm talking about the category that currently includes 'good', 'fair', 'poor', 'never misses', etc.)? Having these percentages more customizable (especially the one for magic) would be nice, but even if not that, perhaps adding one more category would be nice. I'm thinking of a category that is just 50-50. That is, it hits around 50 % of the time. I think that this choice could be quite useful.
2. I've heard that some people are trying to make the menu fully customizable. I'm not sure entirely what they mean, but I'd like to ask that this would allow some magic spells to be used OUTSIDE OF BATTLE ONLY. These spells would trigger a script, or something. I'm thinking of things like warp spells.
3. Would it be possible to give heros their own global text strings for things like learning a new spell? Or better yet...
4. With string implementation, would it be possible to alter the global text strings with plotscripting? |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Mon May 16, 2005 9:20 am Post subject: |
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1. That shouldn't be a problem. I'll see what's up.
2. This may be more difficult, depending on how the spell data is laid out. I'm not sure ATM, but again, I'll see what's up.
3. If you mean a customized string for each hero, I doubt that'll happen.
4. Maybe. I'll suggest it, and I don't see why not. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Mon May 16, 2005 9:49 am Post subject: Re: New suggestions for the programmers |
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msw188 wrote: | 1. Would it be possible to have a new choice for the hitting percentage of an attack (I'm talking about the category that currently includes 'good', 'fair', 'poor', 'never misses', etc.)? Having these percentages more customizable (especially the one for magic) would be nice, but even if not that, perhaps adding one more category would be nice. I'm thinking of a category that is just 50-50. That is, it hits around 50 % of the time. I think that this choice could be quite useful. |
1-You can change the approximate accuracy by messing with the stats it mentions. Those names (good, fair, poor, etc) are for if the stats are equal,except for the never misses...
msw188 wrote: | 2. I've heard that some people are trying to make the menu fully customizable. I'm not sure entirely what they mean, but I'd like to ask that this would allow some magic spells to be used OUTSIDE OF BATTLE ONLY. These spells would trigger a script, or something. I'm thinking of things like warp spells. |
2- I'd like that.
msw188 wrote: | 3. Would it be possible to give heros their own global text strings for things like learning a new spell? Or better yet... |
3- Not gonna happen, unless you make a windows port...
msw188 wrote: | 4. With string implementation, would it be possible to alter the global text strings with plotscripting? |
4- Perhaps. I'll ask these on the ohrrpgce digest motherhamster thingy... Unless they've already been asked... _________________ A broken clock is still right twice a day. |
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Jack the fool

Joined: 30 Jul 2004 Posts: 773
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Posted: Mon May 16, 2005 12:40 pm Post subject: |
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Quote: | I'd like to ask that this would allow some magic spells to be used OUTSIDE OF BATTLE ONLY. These spells would trigger a script, or something. I'm thinking of things like warp spells. |
i was pretty sure you could do that until i checked. turns out you can only do that sort of thing with items, but that is a pretty good idea with spells. |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Thu May 19, 2005 3:55 pm Post subject: |
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1) The best thing I can come up with is a chained attack, one to show some fancy loading thingy, and make the chain-percentage what you want it, so that it can be;'good', 'fair', 'poor', 'never misses'. |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon May 23, 2005 2:49 am Post subject: |
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The only problem with the chaining thing is that this means if it is an area attack, it will either 'work' on all of them or 'miss' all of them.
Thanks for taking the time to check this out, guys. Let me (and everyone else) know if you find out anything decisive. |
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Mr B
Joined: 20 Mar 2003 Posts: 382
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Posted: Thu May 26, 2005 3:00 pm Post subject: |
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I have a couple of requests.
1) In CUSTOM.EXE, I would really like it if the "Home" & "End" keys moved the selected-sprite-box to the top and bottom of the created sprites (much like they do in the palette selection screen).
2) Plotscript commands that set bitsets for the heroes. Something along the lines of "set attribute(hero:Randy,attribute:rescold,true)" This would allow nearly all of the hero attributes to be modified, and not just the stats.
3) A plotscript command that gives more control over name changing. Specifically, a command that sets one hero's name equal to that of another. Example: "rename hero(0,3)" which would set the name of the hero in slot 0 to be the same as the name of the hero in slot 3. This would be useful in custom ability engines and storytelling where a character changes abilities (such as in FFVI when characters get the "Magic" ability list). It would be much nicer than having a blank spell list for much of the game. This would be most useful in circumstances where the game designer has no control over the character's name.
4) The ability to modify the stats and attributes of items. I know that the item data is stored in the .RPG file and not the .SAV file, but if the changes could even be temporary (much as in-game palette changes last only the duration of that particular instance of GAME.EXE) it would be quite helpful.
That's all I can think of at the time. Thanks for the consideration. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Thu May 26, 2005 3:12 pm Post subject: |
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Mr B wrote: | I have a couple of requests.
1) In CUSTOM.EXE, I would really like it if the "Home" & "End" keys moved the selected-sprite-box to the top and bottom of the created sprites (much like they do in the palette selection screen).
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That should be trivial to implement, and in fact, probably should be.
Mr B wrote: | 2) Plotscript commands that set bitsets for the heroes. Something along the lines of "set attribute(hero:Randy,attribute:rescold,true)" This would allow nearly all of the hero attributes to be modified, and not just the stats.
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Again, this should be trivial as well. However, it would be temporary, as the bitsets are not stored in the save file, as there's no way to change them in game!
Mr B wrote: | 3) A plotscript command that gives more control over name changing. Specifically, a command that sets one hero's name equal to that of another. Example: "rename hero(0,3)" which would set the name of the hero in slot 0 to be the same as the name of the hero in slot 3. This would be useful in custom ability engines and storytelling where a character changes abilities (such as in FFVI when characters get the "Magic" ability list). It would be much nicer than having a blank spell list for much of the game. This would be most useful in circumstances where the game designer has no control over the character's name.
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When we have strings in Rusalka, this will be moot.
Mr B wrote: | 4) The ability to modify the stats and attributes of items. I know that the item data is stored in the .RPG file and not the .SAV file, but if the changes could even be temporary (much as in-game palette changes last only the duration of that particular instance of GAME.EXE) it would be quite helpful.
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As with 1 and 2, this should be easy. I need something to do  _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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Mr B
Joined: 20 Mar 2003 Posts: 382
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Posted: Fri May 27, 2005 12:32 pm Post subject: |
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*grin* I am a happy man.
pkmnfrk wrote: | Again, this should be trivial as well. However, it would be temporary, as the bitsets are not stored in the save file, as there's no way to change them in game! |
I am a little confused by this. When you say "there's no way to change them in game" do you mean that there is no way to do so outside of the plotscript commands in question?
Thanks for the promptitude! I just finished downloading the latest OHR version, so now I'll have something to explore until the next version comes out.
I'm glad you enjoy working on this project for all of us. You guys are great. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Fri May 27, 2005 7:48 pm Post subject: |
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pkmnfrk wrote: | Again, this should be trivial as well. However, it would be temporary, as the bitsets are not stored in the save file, as there's no way to change them in game! |
By that, I mean that the bitsets can only be changed in Custom right now. I also realized that the hero bitsets are likely NOT loaded in memory, but are read in from the RPG when needed. I lied, they're loaded in memory during battles, but are unloaded afterwards.
But, that can be worked around. I'll do that tommorow, as I'm going to sleep now. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri May 27, 2005 8:28 pm Post subject: |
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Actually, there are multiple menus where scrolling doesn't work fully. I think Enemies is one of them - they have to actually highlight the enemy number before the left/right keys work, which I find really annoying. I'd have to explore all the menus and add to the bug report.
I'm just wondering about number 3... As far as I understand, that would not be (directly) possible with strings as they are. Commands to change hero, enemy, etc. names directly as well as indirectly? |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Sat May 28, 2005 2:14 pm Post subject: |
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Actually, the specific command mentioned in #3 IS quite possible, but by the time anyone gets to use it, Hamster Speak will have strings. But, I could add it in anyway, and he could use a WIP build until then. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat May 28, 2005 6:42 pm Post subject: |
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I mean, I didn't think we had said there would be commands to set things like hero names, only that you could embed a string in the heroname and do it that way? |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Sun May 29, 2005 7:47 am Post subject: |
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Yes, there was that, but let's say you have this scenario:
~ Get Joe, name
~ Insert game until Magic
~ Get Joe 2 (who's name is ${H0})
~ Delete Joe (don't want to take up room in party, since there's 39 other heros)
~ Ooopz! Joe 2's name is "" _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
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Mr B
Joined: 20 Mar 2003 Posts: 382
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Posted: Sun May 29, 2005 8:24 pm Post subject: |
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pkmnfrk wrote: | Actually, the specific command mentioned in #3 IS quite possible, but by the time anyone gets to use it, Hamster Speak will have strings. But, I could add it in anyway, and he could use a WIP build until then. |
Thank'ee kindly, but there's no hurry for me. The project I have in mind is some time off (prioritization, you know).
5) Same as #4, except for enemies. That would be really nice. *hopeful grin* |
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