Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

Could this be implemented?

 
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade
View previous topic :: View next topic  
Author Message
JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Tue Dec 20, 2005 3:16 pm    Post subject: Could this be implemented? Reply with quote

Is there any way to make an attack bitset that targets dead heroes (only usable by enemies?). This would be useful for 'battle scripts' and games where dead heroes are supposed to get EXP.

(Better yet, could there be a bitset that lets dead heroes get EXP?)

Thanks.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Tue Dec 20, 2005 6:29 pm    Post subject: Reply with quote

Looking at the source I say it aint possible, the exp only gets distributed among living members.

Hope this answers your question.
_________________
Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Tue Dec 20, 2005 7:13 pm    Post subject: Reply with quote

He means could it be implemented. Like, in the source.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Tue Dec 20, 2005 7:16 pm    Post subject: Reply with quote

I could look into it and see.
_________________
Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
DomGallo
Is a master. And you?




Joined: 18 Nov 2005
Posts: 85
Location: COMING THROUGH YOUR BATHROOM WINDOW

PostPosted: Tue Dec 20, 2005 11:56 pm    Post subject: Reply with quote

If they ever fixed the "Get Hero Level, Set Hero Level" commands, you could probably at least keep a dead party member at the same general level as the rest of the aprty.
_________________
The turkey: God's most noble creature.

Don't eat Turkey for Christmas. I WILL FIND OUT.
Back to top
View user's profile Send private message
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Wed Dec 21, 2005 1:32 am    Post subject: Reply with quote

What a coincidence: I was working on those very commands when I took a break and read this thread. I just set it so that battles and the giveexperience command could choose for themselves whether dead heroes get XP.

Sure, it would be easy to add a bitset to do so. We've only got 4 spare general bitsets left though, and there are hunderds of things you could add bitsets for: I must have seen about 4 suggestions since R. was released. We either need more room for bitsets or a better/more battle specific way to customise battles. So, anyone else support this bitset?

So, you want a targetting mode "Target dead foes (Enemies only)"? Posibly could add that in
_________________
"It is so great it is insanely great."
Back to top
View user's profile Send private message Send e-mail
Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Wed Dec 21, 2005 10:10 am    Post subject: Reply with quote

Why (Enemies Only)? If you don't want heroes to use it, don't give them attacks with that target.
_________________
I stand corrected. No rivers ran blood today. At least, none that were caused by us.

Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Wed Dec 21, 2005 10:36 am    Post subject: Reply with quote

Because there are no dead enemies?
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Wed Dec 21, 2005 11:42 am    Post subject: Reply with quote

Is it basically impossible to have dead enemies kept track of in OHR battles? It would be nice for enemies to be able to revive each other. Or perhaps this is already possible with some advanced system of spawning...? This, I think, would be easier once Mr. Paige has this whole 'only work on slot x' worked out for attacks.
Back to top
View user's profile Send private message Visit poster's website
Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Fri Dec 23, 2005 10:22 pm    Post subject: Reply with quote

See, the thing is, when an enemy is killed, it's not dead the same way a hero is. When an enemy dies, its slot is marked as empty (even though it isn't).

"So, have an enemy-targeted Life spell mark a slot as non empty!" It's not quite that easy. First and foremost, there's no way to distinguish between an empty enemy slot and a dead enemy. Secondly, spawning, which (pun intended) spawns a whole other set of problems. When an enemy is spawned, it takes the first empty slot. If it happens to be a dead enemy, so be it.

I'm sure that there's ways around these (such as Caveat Scriptor: Game maker beware, in which the person making the game doesn't use spawning and reviving enemies in the same battle), but nothing really solid that we can implement.
_________________
I stand corrected. No rivers ran blood today. At least, none that were caused by us.

Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
DomGallo
Is a master. And you?




Joined: 18 Nov 2005
Posts: 85
Location: COMING THROUGH YOUR BATHROOM WINDOW

PostPosted: Sat Dec 24, 2005 1:09 am    Post subject: Reply with quote

Could a "Life 3" spell work on an enemy? Or, maybe some kind of bitset (I don't know how many we have left) or something similliar that would get rid of the enemy, and put some kind of "To Be Revived" enemy in the hole.
_________________
The turkey: God's most noble creature.

Don't eat Turkey for Christmas. I WILL FIND OUT.
Back to top
View user's profile Send private message
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Sun Dec 25, 2005 3:30 pm    Post subject: Reply with quote

Could an enemy slot be assigned a negative number, so that if enemy slot == -x, then there is an enemy x there, but it is dead? However, I suspect that if we get the attacks that only target a given slot, this can be done with very careful spawning, enemies that cannot be targetted by hero's, different copies of the same enemy (so that rewards are not multiplied), and attacks that should target slot y being unavailable to an enemy if the slot y is empty. But this would limit the number of enemies you could have on that particular screen.
Back to top
View user's profile Send private message Visit poster's website
Raekuul
Delicious!




Joined: 31 Mar 2004
Posts: 641
Location: Nowhere

PostPosted: Sun Dec 25, 2005 4:13 pm    Post subject: Reply with quote

No, that would be confusing. Having said that, I also say it is the best vaporware suggestion I've heard... but then it would only work for that one slot, whouldn't it?
_________________
A broken clock is still right twice a day.
Back to top
View user's profile Send private message Visit poster's website
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Dec 26, 2005 1:49 pm    Post subject: Reply with quote

Umm, Raekuul, I think that your reply is aimed at me. But I don't know what 'vaporware' means. Still, for my idea, I don't think that only one slot will be able to be used for reviving. What might have to happen is that each different enemy slot that could hold a 'revival bit' would have a different reviving attack that targets it, and so any enemy that can revive his fellows may need several of his attack spaces taken up (but, of course, will not need one for the slot that would revive himself).

Or perhaps one should leave the first slots empty on the enemy formation, so that the 'revival bits' are always spawned to the first couple of spots, and have the revive spell target 'ally', 'first target' (does that work yet? I can't remember if that was fixed or not). Then, have the revive spell be arranged in such a way that it kills 'revival bits', but does not affect other enemies (example below). Then the 'revival bit' is set to spawn its given enemy when it dies. Hmm, but then will this enemy be placed in the first slot? I don't know (the question is, is the first slot considered empty before this enemy is spawned? Even if so, I can think of some attack chains that could subvert this...)

Example of killing 'revival bits' while leaving other enemies unharmed:

Set 'revival bit' to have 1 HP.
Have first attack set to heal ally first target 1 HP (don't randomize, don't exceed maximum)
Have second attack hurt ally first target 1 HP (don't randomize)
Make sure there is no waiting between attacks

Does this look like it will work? I'm really getting interested in this all of a sudden.
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group