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What are the characteristic of a defense spell ?

 
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sat Mar 05, 2005 5:51 am    Post subject: What are the characteristic of a defense spell ? Reply with quote

I would like to make a defense spell that protect my hero for one turn.

The spell should be effective after the turn has ended and it should increase defense stat.

So could somoene help me telling what should I put in the bitsets, targets , and other damages sub menus in custom.exe ?

As always thanks very much in advance !
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Setu_Firestorm
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Joined: 26 Mar 2003
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PostPosted: Tue Mar 08, 2005 8:05 am    Post subject: Reply with quote

It's been quite a while since I've messed around with OHR, but I'll give this one a shot.

You cannot create spells with plotscripting (at least not for use in battles). You can, however, pull this off in the spell editor.

In the Spell editor, you have the option of choosing a target stat. In other words, you tell it what stat will be affected by the "damage count". So, in the same way you'd make a healing spell (choose "Heal instead of harm" under the bitsets), just redirect the target stat from HP to Defense. That oughtta work, and it should only sustain itself throughout the battle.
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Mike Caron
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Joined: 26 Jul 2003
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PostPosted: Tue Mar 08, 2005 8:34 am    Post subject: Reply with quote

Yes, what Setu said, but unfortunately, you can't have it for only one turn. It'll last the entire battle.

On the other hand, you could chain it to an attack that lowers the defense again, and has a long wait on it. The only problem with that is that it prevents the hero from doing anything while it's waiting.
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Leo
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Joined: 02 Nov 2004
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Location: Way far up north in Sweden...

PostPosted: Tue Mar 08, 2005 8:52 am    Post subject: Reply with quote

Turns doesn't exist in OHR battles. They're real-time, you know...
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LeRoy_Leo
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Joined: 24 Sep 2003
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PostPosted: Tue Mar 08, 2005 9:35 am    Post subject: Reply with quote

I thought making the attack that Setu described chain to another attack which returns your defense to normal again after so many ticks in battle (delay). Chain to the next attack with 100% efficiency, if you want it to be fair. Set the attack delay of the linked attack really high so you go back to regular defense when the spell's effects have worn off (the higher the longer it will last). The spell which is linked to the first spell can return the original target's defense back to normal by using the "reset base stat to maximum" option, or something like that. Then make sure the attack does 0 damage, so you don't end up changing your original defense again. Remember that I used a chain attack with a delay so the effect of the spell would last longer. Your hero would also be frozen until the delay was over. Am I right? I suppose this works, but your hero is not just invulnerable, he is also paralyzed. This could be a useful ability if you were trying to power level (level bust??) a new character while fighting stronger monsters using a more powerful character (you know; weak character cannot be killed and can soak up the experience). It wouldn't be completely unfair to the monsters, because it would be a gamble against time. It's just something for us to think about. Sorry I posted. Sad... *Deep thoughts* ...Maybe some sort of item could use this attack... Hmm.

*More deep thoughts* Doesn’t this really belong in Game design discussion? Plot scripters are handy, but the people more apt to game design would be more helpful. I propose this be moved.
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Raekuul
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Joined: 31 Mar 2004
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PostPosted: Tue Mar 08, 2005 11:15 am    Post subject: Reply with quote

That would work, but it would take two "character actions", not one.

Note: A "character action" is the OHR equivalent of a "turn", even though the "Recovery Time" afterwards varies with the speed stat.

Aside: "Recovery Time" would like to clobber "character action" with a sack of bricks.

*"Recovery Time" whacks "character action" with a sack of bricks.

Raekuul: ...Let's get this thread moved. It doesn't belong in Plotscripting Help.
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Uncommon
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Joined: 10 Mar 2003
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PostPosted: Tue Mar 08, 2005 4:25 pm    Post subject: Reply with quote

Take note, any amount of ticks you put in for delay in linked attacks is all dependent on balance. Make sure to use the attack a few times to get a feel for how long that amount should be.
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bis_senchi




Joined: 08 Jun 2004
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Location: Reims, France

PostPosted: Sat Mar 12, 2005 9:14 am    Post subject: I made a few tests and... Reply with quote

I've made a few test and it appears that chaining 100% is not what I need because my hero keeps being all along the battle and moreover, the defend spell doesn't prevent my hero from the attack when It doesn't do the defend attack.

I think I should make the defend spell improve the defence stat so when the ennemi attacks, the defense will be so hide so they won't be any effects. But how should I keep the defense stat high for an whole turn.
Do you know what I should to boost the defense stat for a WHOLE turn!(may be with the delay...)

Thanks anyway for all the advices you have given me so far.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Wed Mar 16, 2005 1:10 pm    Post subject: Reply with quote

If you want the defense to make attacks fail, you could target the Dodge stat rather than the Defense stat and heal it to a huge amount, so that all enemy attacks would miss. You'd also have to chain to another attack boosting Magic Block as well, if you are using that. Also, don't forget to select the attack bitset 'allow cure to exceed maximum'.
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