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Castle Paradox
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Delfino
Joined: 07 Jun 2009 Posts: 5
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Posted: Thu Jun 18, 2009 2:56 pm Post subject: can it be done? |
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I really love the OHR, but there are so many things that I am interested in but am not sure if they can actually be done.
* How do you add a time limit to a part of your game? I know this can be done, as I saw it in The Wizard's Bomb, but how could it be added to a specific dungeon? For example, at a certain part of the game you may be traveling to a new area on a ferry when pirates attack, and the ship begins to sink. How do you add a time limit at the beginning of the area, send the player to the Game Over screen if they fail, and get rid of the timer after a certain event (boarding a lifeboat).
* How do you add timed events to battles? For example, if the players stay in battle with a given boss long enough, he will call for more allies to aid him. I don't want to do this with one of the monster's attacks; that would leave a risk that he could use it twice in a row at the beginning of the battle, making it all practically impossible.
* How can I change the rewards from a battle, based on what attacks were used? For example, there could be a powerful spell called 'Disintegrate' that also disintegrates whatever items and gold the target was carrying. Alternately, there could be an attack that seals a monster's soul into a bottle, so that when you win the battle you get a special item called [monster name]'s Soul. It could have a big sale price, or teach a spell.
Thanks for your help. |
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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: Thu Jun 18, 2009 3:09 pm Post subject: Re: can it be done? |
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Delfino wrote: | I really love the OHR, but there are so many things that I am interested in but am not sure if they can actually be done.
* How do you add a time limit to a part of your game? I know this can be done, as I saw it in The Wizard's Bomb, but how could it be added to a specific dungeon? For example, at a certain part of the game you may be traveling to a new area on a ferry when pirates attack, and the ship begins to sink. How do you add a time limit at the beginning of the area, send the player to the Game Over screen if they fail, and get rid of the timer after a certain event (boarding a lifeboat). |
Timers. (Alternative: try this.)
Quote: | * How do you add timed events to battles? For example, if the players stay in battle with a given boss long enough, he will call for more allies to aid him. I don't want to do this with one of the monster's attacks; that would leave a risk that he could use it twice in a row at the beginning of the battle, making it all practically impossible. |
Add an invisible, untargetable enemy. Make him use those attacks.
Quote: | * How can I change the rewards from a battle, based on what attacks were used? For example, there could be a powerful spell called 'Disintegrate' that also disintegrates whatever items and gold the target was carrying. Alternately, there could be an attack that seals a monster's soul into a bottle, so that when you win the battle you get a special item called [monster name]'s Soul. It could have a big sale price, or teach a spell. |
Disintegrate: There's an attack bitset that disables rewards.
Souls: The easiest way is to use the Steal functionality. Alternatively:
- Reserve an element for the Soul attack. We'll call it Soul-elemental.
- When an enemy is hit by a Soul-elemental attack, it spawns an invisible enemy with 0 HP that drops the monster soul item.
The advantage to Steal is that you can limit the player to getting one soul per monster per battle, whereas the elemental spawning method can be used and abused indefinitely. _________________
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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Thu Jun 18, 2009 4:44 pm Post subject: |
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Another way to do the Soul idea:
1. Instead of using random battles, have an instead of battle script that calls from a random list of battles. Save the number that picked the battle out in a variable.
2. Go to 'Tags' in the attack's menu and have the soul-stealing attack set the Tag on when it kills an enemy (or however you like)
3. After the battle, if the tag is on, add the soul to the player's inventory and do whatever text box or script necessary (based on the variable in step 1)
4. Set the soul tag off after the battle takes place.
Advantage: This can be done with just one script per random battle set.
The disadvantage to this method is that only one enemy in each battle can be soul-stealable with the OHR's current options.
I'm just throwing the idea out there; I bet in the future there will be a way to do something like this easily. Why not bug one of the programmers to make enemies set tags on after being hit with certain attacks? (TheMadCacti is usually an easy mark) |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Jun 26, 2009 9:06 am Post subject: |
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JSH357 wrote: | Advantage: This can be done with just one script per random battle set. |
It's easier than that, actually. The after-battle script gets passed the battle formation set number, and a randomly picked formation number from that formation set. So you need just one script.
Also, you can inspect what enemies are in a formation with 'plot:Formation slot enemy' or 'plot:Find enemy in formation'
As for the tags, I don't know. I think it makes more sense to make enemies set tags when hit with certain elementals. And since elementals are used for effects like this, I guess we should work towards allowing an infinite number of them. _________________ "It is so great it is insanely great." |
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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Fri Jun 26, 2009 2:12 pm Post subject: |
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The Mad Cacti wrote: |
As for the tags, I don't know. I think it makes more sense to make enemies set tags when hit with certain elementals. And since elementals are used for effects like this, I guess we should work towards allowing an infinite number of them. |
*Drools*
Enemy bitsests too, by any chance? |
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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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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat Jun 27, 2009 7:35 am Post subject: |
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Looking at that plan, it seems to be perfectly compatible with an unlimited number of elementals/user defined bits. It might just be weird to call them all elementals.
I'm sure people would want to attach arbitrary data to attacks/enemies/etc, not just bits, but making that data actually do anything seems pretty hard without battlescripting. _________________ "It is so great it is insanely great." |
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