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Help with a spell!

 
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Drew Y.




Joined: 19 Jul 2009
Posts: 6

PostPosted: Sun Jul 19, 2009 4:23 pm    Post subject: Help with a spell! Reply with quote

I want to make a spell that has effects the only last one round. E.G. A "defend" spell that you use, negates an action that turn but increases defense, then on your turn again your defense stat returns to normal. Is it possible or is this not able to be done yet?
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Sun Jul 19, 2009 4:43 pm    Post subject: Reply with quote

There is no such thing as a "round" in the OHRRPGCE, since the battle system is ATB - Active Time Battle.
What you CAN do, however, is this:

-Make your attack that you want to last one round, have the player activate it as an attack, item, spell, etc.
-Make another attack that "ends" the previous attack, i.e. something that returns defense to 100% for a Defend command.
-Chain the "end" attack to the original attack with a 100% chain rate.
-This will require some experimentation. Make the "end" attack activate after a certain amount of time that seems like one "round" has passed. This can be done with a Speed>Seconds>Ticks calculation.
Example: A hero with Speed of 15 takes 3.6 seconds to make an action. There are about 18.2 ticks per second, so make the delayed attack start after 65-66 Ticks.

Does this answer your question?
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Drew Y.




Joined: 19 Jul 2009
Posts: 6

PostPosted: Sun Jul 19, 2009 4:49 pm    Post subject: Reply with quote

I think so, I'll have to try it. Thanks!
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Drew Y.




Joined: 19 Jul 2009
Posts: 6

PostPosted: Sun Jul 19, 2009 7:20 pm    Post subject: Reply with quote

Ok, that works for Defend but what if i want a next attack or next spell buffer? is there a way to manipulate tags so that it can go to a end buffer attack after i use an attack or cast a spell?
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Sun Jul 19, 2009 8:53 pm    Post subject: Reply with quote

Drew Y. wrote:
Ok, that works for Defend but what if i want a next attack or next spell buffer? is there a way to manipulate tags so that it can go to a end buffer attack after i use an attack or cast a spell?


I'm not sure what you mean by "next spell buffer," but I think the method I mentioned would still work. Just do the same, but switch up the order of what happens when.

I'm imagining you want the player (or an enemy) to start a spell with a noticeable charge-up time. It's simple, just make an attack that does nothing but has the caption "CHARGING LAZER" or whatever fits the situation, then have it chain to the actual attack that does damage and everything. Simple. Just remember the order of your attacks and only let the player/enemy use the first in the chain.

Also, you'll almost never need to use Tags in battles. If you're new to the OHRRPGCE, just ignore them.
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Drew Y.




Joined: 19 Jul 2009
Posts: 6

PostPosted: Sun Jul 19, 2009 9:29 pm    Post subject: Reply with quote

What I mean is that you use a Skill that raises lets say your magic to 150% of your normal. so if your magic is 60, you cast the skill/item and it goes to 90, so come that character's next turn you cast a spell. After the spell is casts your magic is reduced back to its normal of 60. So it is only a one turn use.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Sun Jul 19, 2009 10:58 pm    Post subject: Reply with quote

Drew Y. wrote:
What I mean is that you use a Skill that raises lets say your magic to 150% of your normal. so if your magic is 60, you cast the skill/item and it goes to 90, so come that character's next turn you cast a spell. After the spell is casts your magic is reduced back to its normal of 60. So it is only a one turn use.


I see what you mean, you want something that boosts the user's stats in preparation for their next attack. The short answer to this is No, it can't be done.

The long answer is No, it can't be done for Heroes, but has potential with Enemies. If you tinker around with "Invisible spawning", you can produce that exact effect with enemies.
Invisible spawning is where an enemy's attack targets itself (usually using a special Element bit), and spawns an invisible enemy that starts a separate attacking pattern along with everything else - boosting enemy stats for example. If you want the effect to be temporary, just have the invisible enemy's attack chain to one resets everything, and then kills itself. This technique has a lot of potential that ought to be explored.
Also, you'll want to keep any attack that targets the enemy itself under the "Do not show damage" bitset so that everything happens invisibly.
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Drew Y.




Joined: 19 Jul 2009
Posts: 6

PostPosted: Mon Jul 20, 2009 6:36 am    Post subject: Reply with quote

Ok, thanks, maybe that could be some kind of new attack option where it stops effects on hero's next turn or such. Well, thanks anyways.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Jul 20, 2009 6:47 am    Post subject: Reply with quote

I disagree. I believe that this is quite doable. First off, have the first attack raise the magic by, say, 50%, and turn on that tag. Then every action that uses magic that Bob has is set to chain to an attack that resets magic to 100% of maximum.

The problem is that if you want long-lasting stat buffs in battle, this method will not work. There is somewhat of a workaround if you have an extra stat to spare and are willing to have every 'bufferable' attack be composed of a fairly long chain. Let me know if you want to discuss this instead.

PS: I'm on vacation at the moment, and will only be checking the internet once or maybe twice a day, so it may take time to get a response.
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My first completed OHR game, Tales of the New World:
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Drew Y.




Joined: 19 Jul 2009
Posts: 6

PostPosted: Mon Jul 20, 2009 5:25 pm    Post subject: Reply with quote

Well, i thought of that, but then ran into the problem you said... also if you want to have a spell with a -50% degrade effect, it would only work for the next spell also.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Jul 21, 2009 1:09 pm    Post subject: Reply with quote

Well, first of all, I realize that I forgot to erase that bit about setting a tag in my last post. Ignore that; Baconlabs is right, tags don't actually help battles at all. They are only used for checking for things after the battle is over right now.

To give a better idea of the workaround, I'll outline the idea. I would manipulate the Aim stat, which is the closest thing we have to an 'if' check in battle. Basically you'd have every 'boostable' attack begin with a self-targeting attack that supplies the boost, but only hits if the aim is high enough. Then the 'boosting' attack actually is affecting the aim of this self-targeting attack at the beginning of the chain. The details are still hazy, and would involve storing the actual Aim in the extra stat.
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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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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Jul 22, 2009 7:38 pm    Post subject: Reply with quote

Sounds like I need to work on the 'Plan for stat buffs', which should make this sort of effect much easier.
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Ronin Catholic
Deadliest of Fairies




Joined: 23 Jul 2007
Posts: 530
Location: My Girlfriend

PostPosted: Thu Jul 23, 2009 5:58 pm    Post subject: Reply with quote

I've been planning a game where your regular attack chains to set all of your stats back to 100%, making all buffs temporary. This causes a "!Defend" command to raise your Defense until you do a normal attack, a "!Psyche Up" to raise Attack until you do a normal attack, and so on.

If the buffing feature is altered before I start it (which would be after finishing Maces Wild), I won't have to bother with my 6-part chain at all.
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