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Experience Rewards

 
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Chronoas




Joined: 18 Sep 2008
Posts: 37

PostPosted: Mon Aug 09, 2010 9:29 pm    Post subject: Experience Rewards Reply with quote

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? Oookay...
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Moogle1
Scourge of the Seas
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Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Mon Aug 09, 2010 10:21 pm    Post subject: Reply with quote

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)

PostPosted: Tue Aug 10, 2010 7:37 am    Post subject: Reply with quote

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

PostPosted: Tue Aug 10, 2010 10:01 am    Post subject: Reply with quote

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. Raspberry!
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Tue Aug 10, 2010 10:55 am    Post subject: Reply with quote

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
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Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Tue Aug 10, 2010 1:20 pm    Post subject: Reply with quote

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 Happy


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

PostPosted: Wed Aug 11, 2010 3:34 am    Post subject: Reply with quote

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.
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ajguy93




Joined: 05 Aug 2010
Posts: 27
Location: texas.

PostPosted: Wed Aug 11, 2010 5:36 am    Post subject: Welll... Reply with quote

couldn't you make an enemy drop an item that raises your level by one?
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Wed Aug 11, 2010 7:07 am    Post subject: Re: Welll... Reply with quote

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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