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FnrrfYgmSchnish Probably the Grand Poobah or something

Joined: 19 Jul 2003 Posts: 88 Location: Not here
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Posted: Tue Aug 01, 2006 11:02 am Post subject: Remember that REALLY old version... |
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...when there were only 4 maps, armor didn't work yet, and various things (heroes and items, I think) had all those weird bitsets that sounded like they'd do something, but weren't programmed in yet?
Does anyone still remember what all the names of the bitsets were? If so, could someone post them here? |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Tue Aug 01, 2006 11:03 am Post subject: |
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That was back then when James wanted people to buy copies of the OHRRPGCE, right?
I'd imagine that the bitsets would keep their names. |
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FnrrfYgmSchnish Probably the Grand Poobah or something

Joined: 19 Jul 2003 Posts: 88 Location: Not here
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Posted: Tue Aug 01, 2006 11:06 am Post subject: |
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No, not the Weak/Resist/Absorb bitsets--I'm talking about the ones that aren't even in the program anymore.
They were supposed to be placeholders for some sort of status effects, I think--I remember heroes had a list of "Is always ______" bitsets, with a bunch of different effects in the blanks (I'm pretty sure "Hyper" was one, but I can't remember the rest). |
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Iblis Ghost Cat

Joined: 26 May 2003 Posts: 1233 Location: Your brain
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Posted: Tue Aug 01, 2006 1:47 pm Post subject: |
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Yeah, in the attack editor there was a big list of status effects that didn't do anything yet (and never did). I don't remember all of them but I think "hyper" was indeed one of them and there was another called "blessed" (I remember the latter specfically cause I had no idea what it would do). The rest were probably just basic status effects, poison, stone, sleep, etc. _________________ Locked
OHR Piano |
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FnrrfYgmSchnish Probably the Grand Poobah or something

Joined: 19 Jul 2003 Posts: 88 Location: Not here
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Posted: Tue Aug 01, 2006 5:22 pm Post subject: |
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I don't think there were any negative effects on the list--having a hero that was always stoned (as in "turned to stone," of course--the other way would probably work for joke games, though...) would be kinda weird.
Of course, there might've been some like that in the attack bitsets (they were "Set _____", right?)... I don't remember those very well, not even enough to remember if they were different than the hero bitsets.
Now that I think of it, they were probably all going to be stat-boosting type things, since this was before attacks could be set to target stats other than HP and MP. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Aug 02, 2006 12:15 am Post subject: |
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These lines still remain commented out in custom:
Code: | 'DATA Picture,Palette,"Animation:","Target Class:","Target Setting:",Damage,Aim,"Base Stat:","","",Money Cost,"Extra Damage%","Chain to:",Chain%,"Attacker Motion:","Attack Motion:",Delay,Number of Hits,"Target Stat:",Edit Bitsets...,"Name="
'DATA 0,0,0,0,0,0,0,0,-999,-9999,-32767,-100,0,0,0,0,0,1,0
'DATA 99,32767,3,9,4,6,4,20,999,9999,32767,1000,300,100,8,10,1000,20,11
'DATA Sleep,Stone,Poison,Plague,Blind,Mute,Insane,Slow,Weak,Soft,Curse,Power,Accuracy,Hyper,Shell,Dodge,Fast,Wall,Blessing |
The first bits seem to have gotten more directly implanted into the attack editor (this code is no where near the attack editor, because I believe it wasn't in a separate function at the time), the rest is discarded. _________________ "It is so great it is insanely great." |
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FnrrfYgmSchnish Probably the Grand Poobah or something

Joined: 19 Jul 2003 Posts: 88 Location: Not here
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Posted: Wed Aug 02, 2006 9:20 am Post subject: |
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I wonder what the plans for the effects of those things were (before they were commented-out and replaced)?
Sleep--obvious
Stone--it'd be neat to see how this would work in the OHRRPGCE... Untargetable by Heroes/Enemies bitset+stun? And some items/attacks could target untargetable (stoned) heroes to remove it.
Poison--we have it now
Plague--probably just "poison with more damage"... or maybe a "building" poison, like Toxic in Pokémon
Blind--obvious
Mute--we have it now
Insane--Confuse effect?
Slow/Fast--obvious
Weak/Power--obvious
Soft--Defense down? Or maybe related to curing Stone somehow... since the FF games' stone-curing item has been called "Soft" before
Curse/Blessing--no idea
Accuracy--obvious
Hyper--Berserk effect (maybe)?
Shell--obvious
Dodge--obvious
Wall--obvious |
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Valigarmander Bye-Bye

Joined: 04 Mar 2006 Posts: 750 Location: Nowhere
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Posted: Wed Aug 02, 2006 9:33 am Post subject: |
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Hey, James? You should take a few of these into consideration mebee...
Berserk: Like in the FF games, you have increased speed and attack power, but you lose control of said character and can only use physical attacks.
Confuse: % chance to do random attack instead of command (i.e. you select "Attack Enemy," but instead you cast a spell, use an item, or attack an ally.)
Petrify: Turns you into stone. Basically being dead, except you're still alive. You can't be attacked, like being dead, but your health remains however high it was before, like being alive.
Reflect: Like in the FF games, reflects attacks back at the caster. You could have an attack bitset "Reflectable" to determine which ones will go.
Sleep: Puts you to sleep. Essentially the same as stun, but you can be "woken up" when attacked.
I hope this provides you with some good ideas... I'd try to help, but I don't know cack about programming. |
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FnrrfYgmSchnish Probably the Grand Poobah or something

Joined: 19 Jul 2003 Posts: 88 Location: Not here
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Posted: Wed Aug 02, 2006 5:00 pm Post subject: |
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Before any new status effects, I'd like to see heroes with the full enemy bitset list (or at least the ones that would be useful in any way--the Enemy Type ones, Harmed by Cure, and maybe even the Untargetables or Unescapable--so you can have a hero that simply cannot run away from battles, no matter what he/she/it's fighting... or something like that) |
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VirusTalent

Joined: 01 Aug 2006 Posts: 37
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Posted: Wed Aug 02, 2006 5:15 pm Post subject: |
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Here is a status alignment that made my friends laugh...
Eating: You cant attack, and you will either loose or gain health every turn.
its a funny one.
Also, Curse and Blessing proboly ment you would be hurt more or less when hit by an attack. Just a guess, but its educated! |
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Battleblaze Warrior Thread Monk

Joined: 19 Dec 2003 Posts: 782 Location: IndY OHR
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Posted: Wed Aug 02, 2006 6:30 pm Post subject: |
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DarkBub...Those bitsets you mentioned are already there... _________________ Indy OHR! and National OHR Month Contest going on now!
"Aeth calls PHC an anti-semite; PHC blames anti-semitism"
-squall |
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FnrrfYgmSchnish Probably the Grand Poobah or something

Joined: 19 Jul 2003 Posts: 88 Location: Not here
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Posted: Wed Aug 02, 2006 7:40 pm Post subject: |
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The enemies have them, yeah... they've had them for a long time.
But the heroes don't have them--in the version I have (hasta-la-QB), the only hero bitsets are the Weak/Strong/Absorb and Rename when Joining/Rename from Status Menu ones.
Unless they've been added in one of the nightly updates, heroes don't have those bitsets available yet.
So you can't make a humanoid hero take extra damage from "Extra damage vs. Humanoid" attacks, or anything like that. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Wed Aug 02, 2006 8:11 pm Post subject: |
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Battleblaze wrote: | DarkBub...Those bitsets you mentioned are already there... |
Yes, but as enemy bitsets. He means to be able to set them on heroes. _________________ 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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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Wed Aug 02, 2006 8:20 pm Post subject: |
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THAT would be awesome. Just don't screw up anything in the process please? |
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Mr B
Joined: 20 Mar 2003 Posts: 382
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Posted: Tue Aug 08, 2006 4:37 pm Post subject: |
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Yes! I came up against this when I was making a game -- I had the battle system all worked out to a nicety only to discover that the heroes couldn't have many of the bitsets.
So much for circumventing the 8 element maximum! |
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