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Astri Dahlia Hawthorne

Joined: 10 Apr 2009 Posts: 2 Location: Santa Cruz, CA
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Posted: Fri Apr 10, 2009 9:07 am Post subject: Twin Magic, Trance, and other questions |
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Hi. I'm trying to figure out ways to implement certain FF abilities into OHRRPG, and was wondering whether anybody else had any ideas about how they could be done. I'm sure some, if not all, of them are impossible, but I certainly don't understand the OHRRPG as well as so many other people here do, so I thought I might as well ask ^_^
1) FF4's Twin Magic. Palom and Porom were able to cast spells that took up both of their turns. Is there any way to make a spell in OHRRPG use two people in a similar fashion?
2) FF6's Trance. Terra could transform into what was essentially a new character. This seems like it would work similarly to summoning, which I believe is not possible at this time...however, is there a way to have one character turn into another in battle, perhaps with tags? If there is, does that mean that summoning is possible as well?
3) Enrage on death. In the Star Ocean games, characters would sometimes become angry if other characters that they liked were killed. Is there a way to give one character stat boosts if another character dies?
4) Cover. I don't understand how it works. Could somebody please explain it to me?
In advance, thank you for your help ^_^ _________________ "Oh my hero,
So far away now,
Will I ever see your smile?"
~The best scene in video game history |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Fri Apr 10, 2009 9:21 am Post subject: |
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1) You could probably get something like this with some clever use of the Attack Bitset: [Cannot target hero slot x].
* I would have an attack target both your [Palom] and [Porom] that would reduce their speeds to zero (I'm not sure if the attack would continue if you stunned them instead). You wouldn't be able to let the player switch character orders if you used this.
* Insert actual attack and anything else you want here.
* Reset hero speeds.
2) You won't be able to transform in battle; however, you could have a hero-transformation take place outside of battles rather easily. I can explain this in more depth if you would like to settle for this instead.
3) There is no way to check for deaths (that I know of), so this would be pretty tough to do.
4) There's been some talk about a [Threat] system to battles that would allow for characters to tank for others.
You would essentially have a stat named Threat that enemies would check for with all of their attacks (In Target Settings, enemy attacks would have [Prefer Target] set to Strongest with the Weak/Strong stat set to [Threat]).
A 'Cover' attack would basically increase one character's threat while drastically decreasing that of its target (This would make the character with the largest threat take the damage instead).
Welcome to the community, and good luck with your game ;D |
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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: Fri Apr 10, 2009 9:57 am Post subject: |
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1) OHRer's Noel had a pretty broken "Twin magic" system. It required two party members to use the Twin command one after another and produced an attack based on which two characters had combined.
It was a lot of effort for an effect that didn't work out so well. Notably, you can't base the resulting attack on the users' stats.
This becomes a lot easier if you only need it to work between two characters. The short version is that the first user's Twin attack spawns an enemy that dies quickly, and the second user's Twin attack kills that first enemy, spawning a second enemy that unleashes the super twin attack.
This will require you to reserve three enemy slots in each formation and two elemental attack types. It is also probably more trouble than it's worth. _________________
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sun Apr 12, 2009 2:37 am Post subject: |
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You can set attacks to target 'dead heroes only', or something like that, so a clever chain could probably achieve number 3. It's gonna be painful though, and will have to be set up to work for every single attack in the game that the "anger mismanagement" character has access to, while somehow NOT applying to happier characters.
Alternatively you may be able to have an invisible, untargetable enemy that is essentially a continuous checker for dead heroes, and anytime it can succesfully target one, it goes on to give stat boosts to specific heroes. This will require some very clever hero slot usage, unless you're fine with all the heroes getting mad when someone dies.
If you're trying to make one character cover for just one other character, threat-type stats won't do the trick (I can't think of how to do it, anyways). I'm not sure if that is possible. _________________ 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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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sun Apr 12, 2009 2:43 am Post subject: |
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EDIT: Nevermind. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Astri Dahlia Hawthorne

Joined: 10 Apr 2009 Posts: 2 Location: Santa Cruz, CA
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Posted: Wed Apr 22, 2009 11:37 am Post subject: |
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Thank you so much for your help My plans are beginning to form...
I now have a new question. Is it possible to have an enemy perform a "final attack" when they die? I'm guessing this is possible if you have the enemy spawn an enemy upon death that has a maximum speed and dies after using said attack--would this indeed work? Are there other ways to do it? _________________ "Oh my hero,
So far away now,
Will I ever see your smile?"
~The best scene in video game history |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Wed Apr 22, 2009 11:45 am Post subject: |
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Astri wrote: | Thank you so much for your help My plans are beginning to form...
I now have a new question. Is it possible to have an enemy perform a "final attack" when they die? I'm guessing this is possible if you have the enemy spawn an enemy upon death that has a maximum speed and dies after using said attack--would this indeed work? Are there other ways to do it? |
Yup, that's usually how it's done.
I can't really think of anything that would be any simpler. |
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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: Wed Apr 22, 2009 11:56 am Post subject: |
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The caveat to that method -- if the dying enemy is the last one onscreen, the spawned enemy has to be targetable or else the battle will end before the attack resolves. Potentially, the player will be able to attack that target, so make sure it has a large amount of HP plus death/stun immunity.
The other way to do it is to make it the enemy's desperation attack and have it commit suicide after using it. The battle will end when the enemy reaches critical HP, so make sure you adjust his HP accordingly. _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Apr 22, 2009 11:07 pm Post subject: |
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Moogle1 wrote: | The caveat to that method -- if the dying enemy is the last one onscreen, the spawned enemy has to be targetable or else the battle will end before the attack resolves. Potentially, the player will be able to attack that target, so make sure it has a large amount of HP plus death/stun immunity. |
This reminds me that I once proposed removing that effect of making an enemy untargetable:
'' . bug_title('324') . '' wrote: | ------- Comment #7 From Ralph Versteegen 2008-07-18 12:31:23 (-) [reply] -------
What if, with a fixbit, all enemies untargetable by heroes had their "Win
battle even if alive"/"Death unneeded for victory" bit set, and we removed the
extra effect of "Untargetable by Heroes"?
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We could still do that, if it's a useful improvement. Actually, I'd like to split all hidden effects off of existing options by converting them to explicit bitsets, but it would probably confuse people used to the way that they are. _________________ "It is so great it is insanely great." |
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binoal

Joined: 20 Jun 2009 Posts: 123 Location: My Own Little World
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Jun 26, 2009 12:18 am Post subject: |
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That won't work, each hero/enemy has its own stored targets. _________________ "It is so great it is insanely great." |
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FnrrfYgmSchnish Probably the Grand Poobah or something

Joined: 19 Jul 2003 Posts: 88 Location: Not here
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Posted: Fri Jun 26, 2009 12:40 pm Post subject: |
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Hmm... sounds like a new feature idea to me.
If there were "Record party's target"/"Party's stored target" options (one extra stored target that's shared between the heroes, and one shared between the enemies) it could work. They'd have to be separate from the regular stored target, so you can have some attacks that use one and some that use the other.
Something like that could also be used for other things besides Twin Magic... like maybe a boss with a bunch of underlings--the boss uses a "record target" type attack, and then the grunts pile all their attacks on that hero until the boss chooses a different target. |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Fri Jun 26, 2009 8:13 pm Post subject: |
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And a step closer (though not exact) to true mimicking of attacks. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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