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FF1 spells?
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cavemanerick




Joined: 03 Aug 2008
Posts: 74

PostPosted: Wed Jan 28, 2009 6:37 pm    Post subject: FF1 spells? Reply with quote

Sorry to ask another stupid question but i couldn't find anything about these types of spells and why does it only use them 1 time. Wat use so this come in for usually.
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Calehay
...yeah.
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Joined: 07 Jul 2004
Posts: 549

PostPosted: Wed Jan 28, 2009 7:12 pm    Post subject: Reply with quote

FF1 style spells are similar to the kind seen in Final Fantasy I. Instead of MP, these spells draw from their own pool of points. There's eight levels of spells that each have their own pool, and you can have 3 spells in each level. When placing spells in the Hero Editor, 3 spells make up a level:

Code:
1. Level 1
2. Level 1
3. Level 1
4. Level 2
5. Level 2
6. Level 2
7. Level 3
8. Level 3
9. Level 3
10. Level 4
11. Level 4
12. Level 4
13. Level 5
14. Level 5
15. Level 5
16. Level 6
17. Level 6
18. Level 6
19. Level 7
20. Level 7
21. Level 7
22. Level 8
23. Level 8
24. Level 8


When you see these in the game, each level will have it's own row.

When you go into the Status Menu of a character who has FF1 type spells, you'll see something like this:

A/B/C/D
E/F/G/H

where the letters are a specific number. Each number is related to each spell level. So, if you perform a Level 1 spell, you'll spend one of the "A" points. When you perform a Level 2 spell, you'll spend one of the "B" points, and so on. You gain FF1 spell points with levels, as seen here:

http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/How_does_level_MP_increase_when_levelling_up%3F

You can control this with plotscripting if your needs are different.

Unfortunately, you can only have one set of FF1 spell points, so even if you create two or more FF1 spell lists, they will all draw from the same points.

You can read more information about them here:

http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/What_are_Level_MP_based/FF1_Style_spells%3F
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Wed Jan 28, 2009 7:16 pm    Post subject: Reply with quote

Well, I can't tell what you're asking in your post. Have you played FF1? Instead of costing MP, FF1 spells are arranged by row (three spells in each of eight rows), where each row can be used some number of times. The number of times each row is allowed depends on the level of the hero - there is a chart showing it somewhere, but I can't remember where.

In my opinion it is a pretty silly system for spells, and Square obviously thought so as well (as far as I know they never did anything similar again). If you are going to use the system, you need to be very conscious of what slot you assign your hero's spells into (all that matters is what row they end up, actually).

Oh, and to make it clear, there is no such thing as FF1 style spells for enemies.
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Moogle1
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Joined: 15 Jul 2004
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Location: Seattle, WA

PostPosted: Wed Jan 28, 2009 7:50 pm    Post subject: Reply with quote

msw188 wrote:
In my opinion it is a pretty silly system for spells, and Square obviously thought so as well (as far as I know they never did anything similar again).


FF3 did it.
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
Location: @home

PostPosted: Thu Jan 29, 2009 5:06 am    Post subject: Reply with quote

It's also the system most pencil and paper Rpg games use. like D&D.
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cavemanerick




Joined: 03 Aug 2008
Posts: 74

PostPosted: Thu Jan 29, 2009 8:36 am    Post subject: Reply with quote

Calehay you mentioned i can control these with plotscripting can you show me an example of how to make as many points for spending appear as i want.

I may be able to use it in my game alot this way if its posible if not i might jus use mp but i'd rather this way. thanks for all your explainations guys.
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
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PostPosted: Thu Jan 29, 2009 11:16 pm    Post subject: Reply with quote

O, I started a thread about that about a month ago.
Changing the level gain of FF1 style spells?
The scripts in this thread may be of use.


EDIT: Here's one that changes amount of spells a character restores when healing at an inn, or whenever you run it.

Code:

plotscript, Spells fix, begin
#this for command runs the script for each character
for(f,0,3,1) do, begin
variable(f)

#each of these set level mp commands sets the spell level equal to the hero's level +3 or whatever stated
#the if statements caps the spells at 8, and can simply be erased if you want.

set level mp (f,0,get hero level (f)+3)
if (get level mp (f,0)>>9) then (set level mp (f,0,8))
if (get level mp (f,0)<<0) then (set level mp (f,0,0))
set level mp (f,1,(get hero level (f)--2))
if (get level mp (f,1)>>9) then (set level mp (f,1,8))
if (get level mp (f,1)<<0) then (set level mp (f,1,0))
set level mp (f,2,(get hero level (f)--4))
if (get level mp (f,2)>>9) then (set level mp (f,2,8))
if (get level mp (f,2)<<0) then (set level mp (f,2,0))
set level mp (f,3,(get hero level (f)--6))
if (get level mp (f,3)>>9) then (set level mp (f,3,8))
if (get level mp (f,3)<<0) then (set level mp (f,3,0))
set level mp (f,4,(get hero level (f)--8))
if (get level mp (f,4)>>9) then (set level mp (f,4,8))
if (get level mp (f,4)<<0) then (set level mp (f,4,0))
set level mp (f,5,(get hero level (f)--10))
if (get level mp (f,5)>>9) then (set level mp (f,5,8))
if (get level mp (f,5)<<0) then (set level mp (f,5,0))
set level mp (f,6,(get hero level (f)--12))
if (get level mp (f,6)>>9) then (set level mp (f,6,8))
if (get level mp (f,6)<<0) then (set level mp (f,6,0))
set level mp (f,7,(get hero level (f)--14))
if (get level mp (f,7)>>9) then (set level mp (f,7,8))
if (get level mp (f,7)<<0) then (set level mp (f,7,0))
end
end
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cavemanerick




Joined: 03 Aug 2008
Posts: 74

PostPosted: Fri Jan 30, 2009 7:36 am    Post subject: alright thanks Reply with quote

well thanks man you guys have been a great help with my games devlopment. I think i'll set up my game where the hero can do the spell maybe 20 times at first but with each level it increases and at inns it restores as if hes tired sorta. Its still in the works but you guys have beeen a great help and i appreciate it.

Also since you've been a great help all of you i'll mention you in the credits as a whole something like and thanks for all the great help from castle paradox's fourm members.
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cavemanerick




Joined: 03 Aug 2008
Posts: 74

PostPosted: Mon Feb 02, 2009 4:03 pm    Post subject: Reply with quote

k need little help again man this is getting annoying i'm sure for you guys.

K well i came up with my own script for what i need the FF1 spells magic pool but i have 2 things i want to change but have no idea how to.

First i'd like to hide the experience pool in the status part of the menu.

Also i can't for some reason get the 1st and third part of the pool to add 1000 to it like i want what am i missing in this script because i don't fully understand the way it works.

Code:
Plotscript, FF1 spells, Begin
for (f,0,3,1) do,begin
variable(f)
set level mp (f,0,(f) +1000)
set level mp (f,1,(f) +1000)
set level mp (f,2,(f) +1000)
set level mp (f,3,(f) +1000)
set level mp (f,4,(f) +1000)
set level mp (f,5,(f) +1000)
set level mp (f,6,(f) +1000)
set level mp (f,7,(f) +1000)
set level mp (f,8,(f) +1000)
set level mp (f,9,(f) +1000)
set level mp (f,10,(f) +1000)
set level mp (f,11,(f) +1000)

end

end)





And heres a picture of the status part i want to be hidden but i can't find a option for it any ideas on both these dilemas?(by the way this will be last help i need for quite a while sense i'm going onto non plotscripting stuffa, and alao everything i want to do after this I already know as of now)
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
Location: @home

PostPosted: Mon Feb 02, 2009 4:47 pm    Post subject: Reply with quote

well, first I'd like to ask why you went with 1000 points. It seems like if you have that many that you might as well have an infinite number which would solve both the hiding problem (since you wouldn't need FF1 spells and thus not having them would make them not show up.) and it would solve the scripting problem ( because you could just set the attacks slot to MP based and make all the attacks cost 0 MP [or something])

BUT if you're really dead set on 1002 moves for each level then I guess there is a problem. First, The 1st and 3rd slot problem could have something to do with the fact that you went over the number of slots that exist.

Code:
set level mp (f,   > 7 <   ,(f) +1000)


that number is the slot number. there are 8 slots or levels of spells. 7 is the max in this case because the counting starts at 0 ( for some odd and/or lazy reason [lol jk james]) so you need to get rid of these lines.

Code:

#get rid of these lines

set level mp (f,8,(f) +1000)
set level mp (f,9,(f) +1000)
set level mp (f,10,(f) +1000)
set level mp (f,11,(f) +1000)


This is most likely the answer. Also, just to note. If you want to make it a clean 1000, and not 1002, or 1001, or 1003( as I'm sure it changes per character) you should remove the (f) so the lines look like this:

Code:
set level mp (f,1,1000)


however, since it seems you might not have understood some of the original code I posted I'll explain a little.


this line is basically what you copied.

Code:
set level mp (f,1,(get hero level (f)--2))



get hero level (f) <----this equals the number of levels the character has.

so if you want to base your # of moves off of level you should put

Code:
set level mp (f,1,(get hero level (f)+20))


instead of

Code:
set level mp (f,1,(f) +1000)





anyways, on to your problem with hiding the stat menu. There are a couple ways of achieving this. ....but again, I don't see the point. Why wouldn't you want the player to know? I think this stems back to why you want to have 1000 moves instead of having infinite. Anyways, theres no easy way that I know of to get rid of that stuff in the stats menu. What I'd do if I really wanted to hide it would be to make A whole 'nother stat menu, or use plotscripts to remove the characters attacks before I look at the stat menu, and put them back after I'm done looking. Both options are very complicated so I'll stop here.

Sorry I couldn't be more help.
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cavemanerick




Joined: 03 Aug 2008
Posts: 74

PostPosted: Mon Feb 02, 2009 5:31 pm    Post subject: Reply with quote

Well the reason i wanted 1000 is because i wanted to put an easteregg in, but i dont' know if i'm using FF1 spells now.

The reason i was using FF1 spells and Magic is so that when you fight instead of it just coming up as magic or spells it has two categories Spells and Melee this is how i'm setting up my game.

But apprently you can set up spells on other lists with no Mp usage which i thought might have been able to do so, i'll do that now i guess.

I thought it might work that way but then i wanted to put an easter egg in my game where if you got the FF1 magic pool to 0 a textbox would come up and say you have no life you seriously got this or something like that.

But then again this gave me some more pratice with plotscripting so its cool and i'll just put something cooler as an easteregg in later i think instead just thought it would of been unqie to do both styles of spells.

Thanks for the help again.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Feb 02, 2009 6:45 pm    Post subject: Reply with quote

Just in case anyone is interested, it is currently impossible to hide the levelMP data (or any other default stats) in the normal status menu. There's a feature request on this in Bugzilla, I'm pretty sure.
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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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NeoSpade
Of course!




Joined: 23 Sep 2008
Posts: 249
Location: Wales GB

PostPosted: Tue Feb 03, 2009 12:08 am    Post subject: Reply with quote

Maybe you could use a custom menu and variables to hide this, or use tags on a custom menu, so say;
Code:
if (check tag(tag:Fire)==On) then (teach spell (0, spell:fire))
you can use this as a base, but you'll need a before and after battle script to check if the tag is on, or something like that, well anyway, if your using the buying magic style then you'll want to use a; Learned Spell Tag for each spell, and then have an instance in the custom menu for it to appear, however doing this would mean having a different version of the spell for each hero, and you'd need a different menu for each hero. You may also want to use the
Code:
pick hero
command to pick a hero, when using a custom menu, sadly I don't believe that there is an easier way to do this yet.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Feb 03, 2009 9:03 am    Post subject: Reply with quote

I'm not sure I follow the Bard, because I was mostly was getting from Caveman that he was worried about hiding various data (the levelMP and the EXP needed). You could do this with a custom stat menu and still be able to use the normal spell menu, I think. Or does it show your levelMP in the spell menu as well?

All that said, if you'd like help making a custom stat menu (allowing you to hide whatever stats you want), we can probably help; it shouldn't be too confusing. On the other hand, if you want to make a custom spell menu like Neospade is suggesting, that is a much worse task, as he himself has already explained to some extent.
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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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TMC
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PostPosted: Tue Feb 03, 2009 9:27 am    Post subject: Reply with quote

Hmm, strange bug with setting the level MP to 1002. Trying to set invalid levels is ignored, so that shouldn't be the problem. Must remember to take a look.
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