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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Tue Dec 20, 2005 3:16 pm Post subject: Could this be implemented? |
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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. |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Tue Dec 20, 2005 6:29 pm Post subject: |
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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. |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Tue Dec 20, 2005 7:13 pm Post subject: |
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He means could it be implemented. Like, in the source. _________________
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Tue Dec 20, 2005 7:16 pm Post subject: |
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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. |
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DomGallo Is a master. And you?

Joined: 18 Nov 2005 Posts: 85 Location: COMING THROUGH YOUR BATHROOM WINDOW
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Posted: Tue Dec 20, 2005 11:56 pm Post subject: |
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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. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Dec 21, 2005 1:32 am Post subject: |
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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." |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Wed Dec 21, 2005 10:36 am Post subject: |
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Because there are no dead enemies? _________________
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Wed Dec 21, 2005 11:42 am Post subject: |
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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. |
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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 Dec 23, 2005 10:22 pm Post subject: |
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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 |
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DomGallo Is a master. And you?

Joined: 18 Nov 2005 Posts: 85 Location: COMING THROUGH YOUR BATHROOM WINDOW
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Posted: Sat Dec 24, 2005 1:09 am Post subject: |
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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. |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sun Dec 25, 2005 3:30 pm Post subject: |
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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. |
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Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Sun Dec 25, 2005 4:13 pm Post subject: |
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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. |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Dec 26, 2005 1:49 pm Post subject: |
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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. |
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