View previous topic :: View next topic |
Author |
Message |
Kizul Emeraldfire Type: Cyber Dragoon

Joined: 26 Mar 2004 Posts: 229
|
Posted: Fri Feb 17, 2006 4:26 pm Post subject: Help with items |
|
|
I made some healing items a while back, but for some reason they don't work quite right. I'm trying to get it to where Heals heal ¼ of the target hero's Maximum HP, ½ Heals heal — well, ½ of the target hero's Maximum HP. The only heals that work are the Max Heals, and I believe you correctly guess what they do. ;)
Anyway, here's what happens every time I try to use them (using ½ Heals as an example):
In Battle:
I go to the Items menu, hit the Use key on the item (in this case, ½ Heal), select the hero to use it on, and if that hero has 9999 as a Maximum HP, and is down to, say somewhere between 1000 and 5000 HP when he decides to heal, he should regenerate 4999 HP.
What happens:
The target hero's HP gets regenerated to 4999 HP. If the target hero's current HP is > 4999, it goes DOWN to 4999. The Heals are like this as well, only for them it's 2499.
I've made an example RPG file for this:
http://www.geocities.com/kizulslair/HEALS.zip
If anyone can help me out, the Red NPC tells you where to send any e-mails and stuff. Thank you for taking the time to read this. :3 |
|
Back to top |
|
 |
Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
|
Posted: Fri Feb 17, 2006 5:12 pm Post subject: |
|
|
Unfortunately, there's no way to do what you want right now. You're not doing anything wrong, but the feature you want is unsupported. _________________
|
|
Back to top |
|
 |
Kizul Emeraldfire Type: Cyber Dragoon

Joined: 26 Mar 2004 Posts: 229
|
Posted: Fri Feb 17, 2006 6:06 pm Post subject: |
|
|
Hmm, I see. Okay then. :3 Thanks for the info. |
|
Back to top |
|
 |
Battleblaze Warrior Thread Monk

Joined: 19 Dec 2003 Posts: 782 Location: IndY OHR
|
Posted: Sat Feb 18, 2006 9:46 am Post subject: |
|
|
Why in th owrld would you be using super huge numbers like that?Those make tsse seem almost normal.
O and since this is the first post I've seen you do.Welcome to CP.
 _________________ Indy OHR! and National OHR Month Contest going on now!
"Aeth calls PHC an anti-semite; PHC blames anti-semitism"
-squall |
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Sat Feb 18, 2006 9:53 am Post subject: |
|
|
Battleblaze wrote: | Why in th owrld would you be using super huge numbers like that?Those make tsse seem almost normal. |
I bet that was just an example. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
|
Posted: Sat Feb 18, 2006 11:45 am Post subject: |
|
|
...for that matter, is it possible to put the heroes' HP above 9999 (i.e. via plotscripting or equips)? It'd be pretty cool to do tens of thousands of damage per attack and call it normal.
That said, maybe HP should be a long int. _________________
|
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Sat Feb 18, 2006 12:21 pm Post subject: |
|
|
Eh... I'm not entirely sure. But, we can't change it to a 32-bit int, since it's stored as a 16-bit int in the data files, in the save files, etc. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
|
Posted: Sat Feb 18, 2006 12:34 pm Post subject: |
|
|
Moogle1 wrote: | ...for that matter, is it possible to put the heroes' HP above 9999 (i.e. via plotscripting or equips)? It'd be pretty cool to do tens of thousands of damage per attack and call it normal.
That said, maybe HP should be a long int. |
Hero HP can in fact go as high as 32767 or whatever the number is (with equips or items that increace max HP), although at those sorts of levels it's not convenient for balancing a game's playability. 9999 is more than most OHR games will ever see their heroes have, though there's nothing stopping you from making a game with REALLY absurdly high HP levels.
On that note, it might be fun to design a game without healing of any type, set the hero's HP at 32000 or something, and design a kind of 'survival game' off that. |
|
Back to top |
|
 |
Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
|
Posted: Sat Feb 18, 2006 1:34 pm Post subject: |
|
|
Drat. Well, you could make it unsigned if you wanted to rework some of the damage calculations. I wouldn't complain about only being able to go to 65535 HP. _________________
|
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Sat Feb 18, 2006 1:40 pm Post subject: |
|
|
Hmm... But, then you would become nigh invincible. 'Cuz, the code doesn't check beforehand what your HP is. It just subtracts, and checks if you're less than or equal to 0.
But, if it's unsigned, then negatives would wrap around back to 65535! The only attack that could actually kill you would be one the brings you down to exactly 0.
However. 32000 HP is a lot of health anyway. I can't forsee any real need for more than that. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
Kizul Emeraldfire Type: Cyber Dragoon

Joined: 26 Mar 2004 Posts: 229
|
Posted: Sat Feb 18, 2006 2:25 pm Post subject: |
|
|
Mike Caron wrote: | Battleblaze wrote: | Why in th owrld would you be using super huge numbers like that?Those make tsse seem almost normal. |
I bet that was just an example. |
Yes, it was just an example. Oh, and I made a mistake, in the little example RPG I linked to, the Heals give 3000 (1/3 of Max. HP).
But basically, the way I have the settings done up, instead of setting the target hero's HP at one third/one half of it's Maximum HP, it should ADD one third/one half the amount of the target hero's Maximum HP to the Current HP. And it doesn't. O.o
Also, it's kinda irritating that the type of heals that I'm trying to make hurt you when used out of battle!
Battleblaze wrote: | O and since this is the first post I've seen you do.Welcome to CP.
 |
Thank you.  |
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Sat Feb 18, 2006 2:47 pm Post subject: |
|
|
Well, I'll find a way to support that. Maybe a bitset that says something like "Percentage based attacks damage instead of set", which would cause it to do what you want.
EXAMPLE:
Say you have an attack that you want to do 50% of the target's HP as damage. So, a target with 1000 health would take 500 damage, and then 500 damage the next time, killing it. You would say "50% of Maximum", and then set the bitset, so instead of setting the health to that, it will do that much damage.
Edit: And, actually, I did just that. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
|
Posted: Sat Feb 18, 2006 5:07 pm Post subject: |
|
|
Actually, it's simple to do, it just requires a rework. Obviously, you can't go negative, so all you have to know beforehand is whether the attack is a healing spell or a damage spell. If it's a damage spell and the resultant HP is higher than the initial HP, the target is dead. Opposite for a healing spell.
This assumes it won't kick you out for overflow, of course. _________________
|
|
Back to top |
|
 |
NeoTA Idiomatic Nomenclature

Joined: 15 Mar 2004 Posts: 165
|
Posted: Sun Feb 19, 2006 5:25 am Post subject: |
|
|
Mike: It can be made to use a larger data type later,
when the save format is updated (it really really needs to be. FB will help making backwards-compatibility easier then). Some other things about save format:
*remove wasted space
*gold should be a long int, not a super insane number-represented-textually-as-16bit-string
*"Item numbers are currently indexed with a single byte, so it is not possible to have more than 255 distinct items. I'd like to change this, to allow up to 32767 items, but if/when I would also have to update the savegame format accordingly." from the wiki
* don't do a complete dump of gen(), just dump the few runtime-important fields.
Strangely, the SAV lump docs aren't on the wiki. Probably because it would make it too easy to cheat. I have them here anyway. |
|
Back to top |
|
 |
PlayerOne

Joined: 07 Sep 2005 Posts: 143 Location: UK
|
Posted: Sun Feb 19, 2006 6:15 am Post subject: |
|
|
Mike Caron wrote: | Well, I'll find a way to support that. Maybe a bitset that says something like "Percentage based attacks damage instead of set", which would cause it to do what you want. |
I thought it already worked like that. In fact I'm fairly sure I even looked over the calculation and still thought it worked like that.
I didn't actually try it, though, obviously.  |
|
Back to top |
|
 |
|