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byako Shogun

Joined: 28 Oct 2003 Posts: 48 Location: Shotgun in the 48 car...
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Posted: Mon Dec 03, 2007 4:13 pm Post subject: Here's a problem I've never figured out |
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When altering stats of an enemy, such as changing rewards (ie HP, EXP, bonus items after battle) I have to restart a game from the beginning in order to see the effect. I cannot use the existing save file.
This is a big time waster, especially if I am hours into a game.
Is there something I am missing or is this typical for everyone?
I don't recall this being a problem with the actual in battle stats, such as strength, HP, ect. _________________ This is my new signature.
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EDO -an oldie but goodie
matricx re-hacked a great little game |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Dec 03, 2007 4:35 pm Post subject: |
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!!!!???
There are some things that get preserved in the SAV game... but enemy stats is definitely not one of them.
I am very puzzled by the problem you describe. I have no idea what could cause it. |
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byako Shogun

Joined: 28 Oct 2003 Posts: 48 Location: Shotgun in the 48 car...
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Posted: Tue Dec 04, 2007 6:58 am Post subject: ??? |
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Maybe it is just me, but I have noticed this with nearly every game file I have started... _________________ This is my new signature.
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EDO -an oldie but goodie
matricx re-hacked a great little game |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Tue Dec 04, 2007 12:38 pm Post subject: Re: ??? |
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byako wrote: | Maybe it is just me, but I have noticed this with nearly every game file I have started... |
I just don't get how that is possible... I am looking at the code, and there simply isn't any enemy data being written to the SAV file
What specific enemy data are you changing here? Are we talking about HP? strength? Attack lists? Spawning? |
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byako Shogun

Joined: 28 Oct 2003 Posts: 48 Location: Shotgun in the 48 car...
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Posted: Tue Dec 04, 2007 3:53 pm Post subject: Rewards |
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Sorry. I guess that was not clear enough in first post.
It's the rewards the given after a battle; Gold, HP, and possibly items, although those don't occur enough to check (I suppose I could change that stat to 100%)
Say, for example, an enemy gives out 5 exp and 5 gold, but after a battle I decide that it is not enough so I increase both (or either). When I go back into battle (same game save file) that enemy's rewards have not changed. _________________ This is my new signature.
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EDO -an oldie but goodie
matricx re-hacked a great little game |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Thu Dec 13, 2007 10:13 am Post subject: |
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I really want to figure out why this is happening. I went over the SAV format with a fine tooth comb, and there is absolutely no way thet enemy rewards could be stored in the SAV unless you yourself wrote a plotscript that saves/loads enemy rewards manually into global variables using the "read enemy data" and "write enemy data" commands -- and I don't think those commands even existed back when you first wrote this game.
What happens if you make a *very large* change to the enemy rewards? Like instead of 5 gold, change it to 5000 gold. What about experience? What about making an enemy that drops items when you beat it? Are those changes applied? |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Thu Dec 13, 2007 10:24 pm Post subject: |
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Some simple things to check. First, your game is not set to "read only", is it? Secondly, you're not using any scripts that write enemy data (thus overwriting the rewards, perhaps), are you? Thirdly, make sure you increase by enough to increase the actual amount of EXP given. If there is more than one hero, EXP gets divided (it'd be nice to have a bitset to override this, by the way). Fourthly, make sure the enemies that you are changing are not running away (I'm pretty sure enemies running away do not contribute to rewards at all).
Do the changes you make persist in custom? As in, let's say you change the Ogre's EXP reward from 10 to 20, save and quit, then go play the game and fight an Ogre. Somehow the reward didn't change. Now go back into custom, and see if the Ogre's EXP reward is still 20, or if it changed back to 10.
By the way, you aren't trying to see retroactive changes, are you? If you fought an Ogre before saving, and then change the rewards in custom, and then load the game, it cannot change your current gold or EXP based on what the reward now should have been. The new rewards should only be figured in all future battles. _________________ 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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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Fri Dec 14, 2007 8:42 am Post subject: |
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msw188 wrote: | Fourthly, make sure the enemies that you are changing are not running away (I'm pretty sure enemies running away do not contribute to rewards at all). |
Nope. Running away has no effect on rewards, but there is a separate attack bitset called "Destroy target's rewards" which can be used in combination with a running away attack to simulate that effect. |
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Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Mon Dec 17, 2007 11:46 am Post subject: |
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THIS is exactly why beta testing of games is important, people!
Anyhow, the rewards are applied, it seems, when there is a new game. I have a special Dev-Only map set aside in Deevil Exterminator just to test the enemies. But I digress. Why not save a new save file, and then immediately load the old file, just to be safe. _________________ A broken clock is still right twice a day. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Dec 17, 2007 3:24 pm Post subject: |
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Raekuul wrote: | THIS is exactly why beta testing of games is important, people!
Anyhow, the rewards are applied, it seems, when there is a new game. I have a special Dev-Only map set aside in Deevil Exterminator just to test the enemies. But I digress. Why not save a new save file, and then immediately load the old file, just to be safe. |
Wait, are you saying that you have the same problem with old rewards in old SAV files that byako is seeing? |
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byako Shogun

Joined: 28 Oct 2003 Posts: 48 Location: Shotgun in the 48 car...
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Posted: Tue Dec 25, 2007 6:08 am Post subject: Um, ok. So I have caused an unneeded stir |
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Sorry James.
I bumped the rewards by a huge a mount and finally did see a change.
I guess I forgot about the the rewards being divided...
 _________________ This is my new signature.
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EDO -an oldie but goodie
matricx re-hacked a great little game |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Wed Dec 26, 2007 1:08 pm Post subject: Re: Um, ok. So I have caused an unneeded stir |
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byako wrote: | Sorry James.
I bumped the rewards by a huge a mount and finally did see a change.
I guess I forgot about the the rewards being divided...
:D :angry: |
That's okay. We all make mistakes. I have a few hundred of my own documented in detail in the bug-tracking system :) |
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