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Blue Magic
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Uncommon
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PostPosted: Tue Apr 17, 2007 10:06 am    Post subject: Reply with quote

Well, the problem I think with your method is the inaccuracy of it. It not only limits the enemy's spell list, but the Blue Mage would only have a chance to learn it one out of four times. That just seems like too much trouble for dissatisfactory results. The revival glitch may just be something we'll have to live with for now.
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Moogle1
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PostPosted: Tue Apr 17, 2007 10:26 am    Post subject: Reply with quote

If I understand correctly, that's not what he's suggesting. Here's an example (let's call my spell Magic Missile):

Magic Missile -> slot1chk -> slot2chk -> slot3chk -> slot4chk

The slot#chk attacks are invisible attacks targeting that slot. If they succeed, then the hero in that slot is necessarily alive and the appropriate tag is set. Either way, the Magic Missile tag is set.

The drawback to this method is that in order to have multiple Blue Magics castable in one battle, you need four tags per spell (you can throw out the "This spell was cast" tag in favor of four "This spell was cast on slot #" tags). If you only ever want one BM castable per battle, you need one tag per spell plus four slot tags.

This is a clever scheme. I think I'll use it for the Plotscript of the Month in the next Hamsterspeak, if you don't mind, msw.
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msw188




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PostPosted: Tue Apr 17, 2007 4:52 pm    Post subject: Reply with quote

Well, Moogle1's idea is a little bit different than mine, but is probably better as long as you have the tags to spare (four per learnable skill). My idea was to check what slot the learner was in before the battle via plotscript, and then give the enemy the enemy the corresponding slot check that would chain to the skill, but this is better, for various reasons. You absolutely have my permission to feature this, as long as you mention my involvement.

Here's a question. Should the slot checks occur before or after the skill in the chain? My initial feeling is after, as in your example, because I think it makes sense that the learner should not learn the skill if they are killed by it.
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Newbie_Power




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PostPosted: Tue Apr 17, 2007 4:57 pm    Post subject: Reply with quote

I know my in-battle stuff was flawed. I'm sorry... But can you at least tell me if my after-battle ideas are good or not, because they can be combined with in-battle chained attacks.
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Moogle1
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PostPosted: Tue Apr 17, 2007 5:21 pm    Post subject: Reply with quote

msw188 wrote:
Should the slot checks occur before or after the skill in the chain? My initial feeling is after, as in your example, because I think it makes sense that the learner should not learn the skill if they are killed by it.


That's a design decision. You have the option of doing it either way. I would definitely keep it consistent, though -- it would be aggravating for the player if Roulette were learnable on death and Magic Missile weren't.
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Moogle1
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PostPosted: Tue Apr 17, 2007 5:25 pm    Post subject: Reply with quote

Newbie_Power wrote:
Quote:
Ah, I see what you're talking about. That's actually a clever method, and it works for multitarget attacks.
Who?


Sorry, this was in reference to msw. I must have missed this post earlier.
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Mr B




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PostPosted: Wed Apr 18, 2007 7:40 am    Post subject: Reply with quote

msw188 wrote:
Another possible problem would be lag. After all, in this setup, you would have to have an after battle script everywhere that checks possibly very many tags after every battle. I haven't tested this, but it seems possible that something like 40 if checks in a row might upset game.exe a little. Then again, if you know that only certain areas have enemies that yield certain skills, you can specialize your scripts... just throwing out some ideas to keep in mind, that's all.

Hmm... Well, you could add another tag that is turned on if any of the Blue Magics are used, and then just check that tag after the battle.

Alternatively, have several tags, each associated with a "school" or group of Blue Magics, and check those tags individually.

Frankly, unless there are a huuuge number of Blue Magics, I don't think lag will be very noticable. If there is any, you could probably just obscure it by showing a textbox directly after the battle and then doing the processing in the time it takes the player to read it and press a key.

In my port of FFV, I think that any living Blue Mage can learn a spell even if it didn't target him/her specifically. I suspect that all of the characters looked at a single area in RAM to see if the spell were known or not.
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Tisteca
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PostPosted: Wed Apr 18, 2007 1:55 pm    Post subject: Reply with quote

Here's how I'm going to put my script:

Code:

if(check tag(y))
then (
teach spell (0,x)
teach spell (1,x)
teach spell (2,x)
teach spell (3,x)
set tag (y,off))

Where x is the attack number and y is the tag it is assigned to.

Hopefully "teach spell" doesn't cause an error if the hero can't learn it.
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Moogle1
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PostPosted: Wed Apr 18, 2007 3:22 pm    Post subject: Reply with quote

"learn spell" says:

Quote:
Tries to teach a hero a spell. The first argument is the hero's position in the party (as returned by find hero). The second argument is the attack to learn. You can use the names defined in your .HSI file in the form atk:attackname (You may also use the attack's ID number. This is the number you see in the attack editor + 1). If the hero is capable of learning the spell, teach spell will return true, or if the hero cannot learn the spell it will return false. Note that this only works when a spell is set to "learned from item". It will not work for spells learned based on level.

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Uncommon
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PostPosted: Wed Apr 18, 2007 7:45 pm    Post subject: Reply with quote

So each hero in the party is learning the spell?
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Moogle1
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PostPosted: Wed Apr 18, 2007 7:47 pm    Post subject: Reply with quote

Each hero who's capable (i.e. it has been defined in one of his spellsets) would learn it in that example.
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Tisteca
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PostPosted: Thu Apr 19, 2007 2:56 pm    Post subject: Reply with quote

There's a problem with my script. It needs to detect whether or not the hero learning the spell is alive. How do I use "get hero stat" to detect HP? I could put "get hero stat (0,x)", but I don't know what to put for x. I'm assuming it's 0.
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Moogle1
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PostPosted: Thu Apr 19, 2007 2:59 pm    Post subject: Reply with quote

Use your HSI file. Generally, it should look something like this:

Code:
if (get hero stat(0, stat:HP, current stat) >> 0) then (
 #do things
)

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Moogle1
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PostPosted: Mon May 07, 2007 10:37 am    Post subject: Reply with quote

Dragging this thread back up again to say the slot-checker doesn't work. If there's no one in slot X, it will target another hero.
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msw188




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PostPosted: Mon May 07, 2007 6:50 pm    Post subject: Reply with quote

Oops, this is Bug 102 on Bugzilla. I totally forgot about that. Hmm, it would seem that all of our ideas are impossible until that bug is fixed. I'm really sorry if this contributed at all to delaying the new Hamsterspeak issue.
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