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Chronoas

Joined: 18 Sep 2008 Posts: 37
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Posted: Mon Aug 09, 2010 9:29 pm Post subject: Experience Rewards |
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Not to make demands or anything, but there's a feature I've been really wanting for a while now (since the DOS version was dropped, to be exact) that seems so trivial, I'm actually kinda surprised it hasn't already been added. I considered joining the Heart of OHR contest just to see this be added, but there's another feature I want far more, and, again, this seems so trivial that it feels like a waste to request it for that:
Would it be possible to, sometime soon, bump the experience reward variable up from a short integer to something like, a long integer? Something that can go up to at least 4mil? I'm very much a fan of the "Boss gives enough experience to level up (or nearly)" RPG tradition, and when every level above 53 requires 1mil (4mil because of 4 characters), and yet I can only set the max EXP reward to 32767 (262136 if I do a hack-around and make 7 invis enemies that also give 32767), it gets frustrating. If this could be done sometime, I would be extremely grateful.
PS ~ Is it still possible to join the Heart of OHR contest, should I so desire, or did I have to sign up in June/July?  |
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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: Mon Aug 09, 2010 10:21 pm Post subject: |
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You can still join. _________________
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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 Aug 10, 2010 7:37 am Post subject: |
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That could happen, but the enemy data storage is a little bit of a problem.
I could split the 32 bit integer into a low 16 bits and a high 16 bits and store them in different places in the enemy data file. That would be fairly easy, but also pretty tacky.
I could upgrade the enemy data file to use structured reload format, which would be more elegant, and would make other things easier in the future, but it would be a lot more work because the enemy data editor would have to be updated.
Also, the experience-to-next-level formula really needs to be customizable. You are not the first person to complain about how insanely impossibly hard it is to get to level 99 |
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Chronoas

Joined: 18 Sep 2008 Posts: 37
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Posted: Tue Aug 10, 2010 10:01 am Post subject: |
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Mmm...never as easy as you'd expect it to be, haha.
EDIT: By the by, how difficult would implementing the queue-able attacks plan be? That's what I was considering asking for if I join the Heart of OHR contest, as that's another feature that I've been dieing for foreeeeever.  |
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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 Aug 10, 2010 10:55 am Post subject: |
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I'm not sure. That one is pretty high on my wishlist too. I know I got it started already. The queue exists, and I can add attacks to it, but attacks in the queue are not yet actually activated. I still have to go over the code and see what else needs to be cleaned up before I can enable the queue.
They say and code you haven't looked at in more than a few months might as well have been written by somebody else :) |
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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: Tue Aug 10, 2010 1:20 pm Post subject: |
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James Paige wrote: | They say and code you haven't looked at in more than a few months might as well have been written by somebody else  |
This is true, and you can only hope that that someone else followed good practices. _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Aug 11, 2010 3:34 am Post subject: |
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James Paige wrote: |
I could split the 32 bit integer into a low 16 bits and a high 16 bits and store them in different places in the enemy data file. That would be fairly easy, but also pretty tacky.
I could upgrade the enemy data file to use structured reload format, which would be more elegant, and would make other things easier in the future, but it would be a lot more work because the enemy data editor would have to be updated. |
Just go ahead and split it into two integers. I can't think of any enemy-related desired feature that would be significantly easier with reload-based data files, except for unlimited elements, so I feel switching enemies to reload is very low on the priority list. Unlike, say, textboxes or maps or items or just about anything else. _________________ "It is so great it is insanely great." |
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ajguy93
Joined: 05 Aug 2010 Posts: 27 Location: texas.
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Posted: Wed Aug 11, 2010 5:36 am Post subject: Welll... |
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couldn't you make an enemy drop an item that raises your level by one? _________________ RPG? where? |
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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Wed Aug 11, 2010 7:07 am Post subject: Re: Welll... |
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ajguy93 wrote: | couldn't you make an enemy drop an item that raises your level by one? |
Yes, and you can also run an after battle script that award experience. I think it would be best to have a built-in feature though... sounds cool. |
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