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item can harm or cure

 
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October's Cry




Joined: 06 Jan 2007
Posts: 16

PostPosted: Wed Jan 31, 2007 7:22 pm    Post subject: item can harm or cure Reply with quote

ok... i'm trying to figure out a way that if you use a certain item (in or out of batte) that (depending on your state) it will harm you OR cure you... to make this a little more clear... here's what i'm planning...

in my game you can become good or bad, and your appearance changes to accomodate. with this... you may also become a vampire... in which drinking blood cures you, but, water harms... THOUGH, if you are NOT a vampire, the water will cure you. I also was planning on having a variable that would calculate out vampire strength... the more you drink the more resistant you are to the water, sun, and the higher your MP increases... BUT, for the time being i think just the first cure/harm would do... any ideas?

OH, i forgot to mention, that to do this, i made the NPC's disapear at night time, and appear in their beds, so that you can drink blood, but, i can only make it so that you get an item:blood... and at day time, they apear outside again... with a proper fade in and out to try to hide the NPC from spontaneously appearing...

THANX
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Iblis
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Joined: 26 May 2003
Posts: 1233
Location: Your brain

PostPosted: Wed Jan 31, 2007 9:21 pm    Post subject: Reply with quote

You could give blood and water each their own element, make the items do damage normally, and then make vampires absorb blood and humans absorb water.

Now, I'm not aware of any plotscripting function to change someone's elemental bitsets, but you could just have two versions of each hero, one that's a vampire and one that's not. It'd be complicated but I think it'd work.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Wed Jan 31, 2007 9:37 pm    Post subject: Reply with quote

Are elemental bitsets accounted for outside of battle? I seem to remember a bug concerning this...

Even if not, this can still be done with plotscripting. If you find out you need to do it plotscripting-wise (as opposed to elemwnt-wise) and still need help with it, let us know.
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October's Cry




Joined: 06 Jan 2007
Posts: 16

PostPosted: Wed Jan 31, 2007 10:10 pm    Post subject: hmm.... Reply with quote

ok, well, i kinda got it to work ONLY outside of battle using this huge script which was kinda a slightly different version of the moogles dehydration script.... but, if there is a way to set a hero's elemental bitsets, in a plotscript, that'd be great,.... though i don't think there is...

only reason i say this, is that my hero's pictures change as they change ie: more evil... more good.... or into a vampire... so, the hero will remain the same... just appearance, and in the case of vampire, stats. I have the dehydration script set aswell, for the reason that if you ARE a vamp, you must keep yourself feeding. Anyways...

I'm going to make it so that you can go back to human if you wish... eventually, or stay the way you are...... i'm trying to make it that if you are a vamp, you start weak to sun, and water,... but, over time, can become imune to it...

i know that's a mouthfull... but, just simply, if there is a way to easily put it into elementals, and change bitsets using plotscripting instead, that'll be good, especially when in battle against certain enemies...

thanx again
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check out my bands at....

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You know you want to..... i'll be redoing october's cry songs soon.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Thu Feb 01, 2007 7:47 am    Post subject: Reply with quote

Unfortunately there are no such plotscripting commands. The only way to change a single hero's elemental bitsets is with equipment. However, it is possible to use Iblis's idea, which I think you may be misunderstanding. The idea is you make many different heroes in custom, but give them all the same name and exact same stats, but different pictures (good and evil) and different elemental bitsets. Then when your character in the game changes slightly (becomes a vampire), you have a plotscript switch the current hero out and add in the vampire-looking hero. Do it with a fade and the player does not know that you actually swapped heroes, he/she will just see that their same-named hero has changed appearance and elemental bitsets.

There is more to this, however. You will need to have a fairly large plotscript for doing this while keeping all of the hero's equipment, damage, and current EXP. We can help you to do this if you like. Most likely I believe that you will want it to be one script with arguments to tell it which version of the hero to switch to...

Note that it is also impossible to change bitsets inside battle right now, so if you want this to work inside battle, you will have to do it this way. I made a request for attacks to affect bitsets a long time ago, and someone said that it was getting done, but it never was. I'm not sure if it was forgotten, or just proved too difficult/impossible.
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My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161

This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com
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October's Cry




Joined: 06 Jan 2007
Posts: 16

PostPosted: Thu Feb 01, 2007 5:35 pm    Post subject: vampire Reply with quote

ok, that's good to know...

so i created an item called "vampism" which cannot be sold or dropped, and when equipped sets tag "vampire" on. Problem being, that is there a way to let you NOT unequip it... cause, instead of head armor i called it your "soul"... only makes a little more sense.... bits work good...

so, how can i have it so that all allies are also effected by this, meaning they are all vampires... but, not allowing for unequiping? and maybe forcing the fact that they MUST equip it... or i guess battle...

I guess i'll make it so that over time you can collect more to make more party members vamps too... but, problem also being with.... How would i make the vampire strength affect how much your weakness to water be?
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check out my bands at....

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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Thu Feb 01, 2007 10:37 pm    Post subject: Reply with quote

You can set it up so that the hero in question must always have the equipment on, but it will be counter-intuitive for the player in that he/she will be able to unequip it, but it will be re-equipped as soon as he/she moves. As far as I know there is no way to prevent a hero from unequipping anything other than a default weapon.

Aha! Maybe that can be used somehow? Is there a plotscripting command to change a hero's default weapon?

If not, you will have to use Iblis's idea and have different heroes in custom representing the different versions of the hero in question. As of right now, there is no way to affect how weak or strong you are against a certain element; you only have the two given choices and/or a combination of them (I can't remember exactly, but setting someone as weak to and strong against the same thing does NOT cancel out, but does something else...).
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My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161

This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com
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