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Posted: Sat Apr 02, 2011 6:29 am Post subject: 2 questions |
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Hi, I'm fairly new to ohrrpgce, and I am trying to figure out two things and hope that the community here can help. First, I wanted to know if it was possible to have item names longer than 8 characters. Second, is it possible to get rid of the "ready meter" in battles, so that the battle is completely turn-based? (The battle would let each character take as long as they need for a turn, without anyone else being able to move until they are done.) Any help with this would be greatly appreciated! |
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Ronin Catholic Deadliest of Fairies

Joined: 23 Jul 2007 Posts: 530 Location: My Girlfriend
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Posted: Sat Apr 02, 2011 7:31 am Post subject: |
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Set the bitsets "pause on all battle menus" and "hide ready meter in battle" on in the General Game Data folder, that's the closest you're gonna get.
I don't think there's a way to give items names longer than 8 characters, but you could probably rig one up by making a custom item menu and scripting the use of each individual item (oh, goody), but their in-engine names and the names displayed by battle steals/drops would remain the same. _________________ "I didn't start the flame war;
I don't know what you thought here
'Twas that way when I got here"
"I didn't start the flame war;
I can't understand a word you're saying
nor the game you're playing~" |
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NeoSpade Of course!

Joined: 23 Sep 2008 Posts: 249 Location: Wales GB
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Posted: Sat Apr 02, 2011 9:31 am Post subject: |
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In addition to what Ronin has said, in the current Nightly WIP builds of the OHR (which you may or may not want to check out if you're new to the engine) you can in fact use the "Battle menus wait for attack animations" bitset which will make the turn-based emulation more accurate.
Again it might be best to avoid the Nightlies if you're new to the engine, but the next stable release should have these features so holding out for that wouldn't be out of the question either ya'? |
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