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what would you like to see in the next OHR update
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The Drizzle
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Joined: 12 Nov 2003
Posts: 432

PostPosted: Thu Mar 25, 2004 8:01 am    Post subject: Reply with quote

The airbrush tool can already be used this as a brush if you put the concentration on high. You'd only get a circle though. A brush tool would be somewhat unnecessary, I think.

What I want is pretty simple. When a hero uses a weapon, I think that the weapon should appear in the EXACT same place every time. That would be useful for hero graphics with the hero holding the weapon. I'm actually not sure if is already appears in the exact same place everytime if you use the "strike" animation, but with "dash in" the weapon appears in a different place everytime (by two or three pixels from the "origin").
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Shadowiii
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Joined: 14 Feb 2003
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PostPosted: Thu Mar 25, 2004 9:36 am    Post subject: Reply with quote

Drizzle - Not really. A square tool (ie 2x2 or 4x4 pixels) would be a neat thing. Of course, I pixelate larger things (ie 160x160 enemies, etc) in MSPaint anyway, but a think a brush tool would still be nice.

It would be cool to be able to set where the weapon was in accordance to a hero graphic. That is, when you Edit Heroes, an option "Weapon Placement" could pop up and you could place the general location for the weapon for that hero. That might be difficult to code though.

Another thing-when you press left and right in "Edit Heros" or "Text Boxes", etc, regardless of wheter you are on the number/arrowed part, it still goes to the next hero/text box (ie if my curser is on "Hero Bitsets" but I press right, I'll move tot he next hero but still be on bitsets). For some reason, this ISNT IMPLIMNTED IN ENEMIES. I HAVE NO IDEA WHY. When I try to import a large enemy and then go from one to the next, I have to go back up to the arrows every stinkin time in order to go right or left to the next enemy. Very annoying.
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The Drizzle
Who is the Drizzle?




Joined: 12 Nov 2003
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PostPosted: Thu Mar 25, 2004 9:58 am    Post subject: Reply with quote

About the weapons placement thing- that's a good idea. Though I'm sure it would be more dificult than it's worth. It makes very little sense to be swinging a spear like a sword doesn't it? Making weapon placement customizable would be awesome.

The scroll problem doesn't work in the attacks list either. It's just inconvenient is all. It should work in ALL the menus.

Though, typing everything we want out probably makes little difference, since James is unlikely to read this extensive list of things that will never be implemented.
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Shadowiii
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PostPosted: Mon Apr 05, 2004 1:49 pm    Post subject: Reply with quote

Here is something I REALLY want, and it would be EASY (probably).

You know it has "chain to attack...___"? Well, it needs something like:

"chain to attack ____ OR chain to attack ___" etc. So that it would randomly chain from either one attack or the other (or a percent could be given). This would be REALLY useful in making certain spells.
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Uncommon
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Joined: 10 Mar 2003
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PostPosted: Mon Apr 05, 2004 5:49 pm    Post subject: Reply with quote

Or, even the ability to do a "if % then chain to attack, else chain to other attack"?
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Dan the Man Entertainment




Joined: 31 May 2003
Posts: 204

PostPosted: Thu May 20, 2004 3:58 pm    Post subject: Reply with quote

Here's what I'd like to see:

1) Before battle and run from battle scripts ( probably not possible).
2) Graphics distortion commands

Yeah, maybe graphics distortion would be lazy, but, for some people, it might be a bit challenging (or for others, a bit fun)
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Uncommon
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PostPosted: Thu May 20, 2004 4:18 pm    Post subject: Reply with quote

Before battle is implemented. It's the instead-of-battle scripts set in the general map data.
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Me
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Joined: 30 Mar 2003
Posts: 870
Location: MY CUSTOM TITLE CAME BACK

PostPosted: Thu May 20, 2004 6:57 pm    Post subject: Reply with quote

It's pretty easy to create if-run-from-battle scripts. See, the fight formation(#) command returns 1 if you win the battle, and 0 if you run or lose. Now, with an instead of battle script, you could tell it to fight a random formation (one of the formations on that map, of course), and set the value of fight formation(#) to a variable. Then do some stat-checking to see if you ran or lost the battle (might not have to do this, but might as well check it). and voila.
Comme ca:
Code:
variable(runorwin)
runorwin := fight formation(random(1,10)) #this fights a formation between 1 and 10 and sets the result to a variable
if(runorwin == 0) then(#do some stat checks here, or increment a "run" variable, whatever you want)
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junahu
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Joined: 13 Jan 2004
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PostPosted: Fri May 21, 2004 4:52 am    Post subject: Reply with quote

I think it would be mucho cool if attacks/spawning/dieing etc could set tags. Can't think of any uses off the top of my head, but I'm sure it would be useful... somehow.
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MultiColoredWizard
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The Breastmaster



Joined: 01 Feb 2003
Posts: 1232

PostPosted: Fri May 21, 2004 8:58 am    Post subject: Reply with quote

Yeah, I once asked james if he could give us battle tags or variables.
(or just variables, because they can work as tags too.)
Variables would be great for things like mimic attacks and reflected moves. It would also make chaining interesting.
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Dan the Man Entertainment




Joined: 31 May 2003
Posts: 204

PostPosted: Fri May 21, 2004 12:13 pm    Post subject: Reply with quote

Thanx Uncommon and thank you as well M.E.! I think I'll use the information you gave me to create something with it. Check back after a while.
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rpgspotKahn
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Joined: 16 May 2004
Posts: 720
Location: South Africa

PostPosted: Wed May 26, 2004 4:22 am    Post subject: Reply with quote

A really small thing I noticed was that the line tool wasnt exactly straight... Off by a pixel or two, James could fix that.

Walkabout would be nice to add an extra frame on each... but I know of the memory limitations so that could be difficult.

Or... he could just start on Wheel. Its bound to be much easier to add new things into and would be able to make HUGE maptilesets! Wheel is the future... but OHRRPGCE is still currently the best and until that day comes when Wheel is released, I shall remain loyal to it. Happy
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MultiColoredWizard
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The Breastmaster



Joined: 01 Feb 2003
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PostPosted: Wed May 26, 2004 5:31 am    Post subject: Reply with quote

The line tool is straight, it just moves like, a pixel or two after you press enter to confirm where it goes.
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Kenji Murasame
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Joined: 06 Nov 2003
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PostPosted: Wed May 26, 2004 10:45 am    Post subject: Reply with quote

We need more battle system implements..

Remember the "uses item" spell type that didn't work? OHR could do with that put back in but working... All we'd need is a bitset on items that make them "Only usable as spell"

More attacker animations... I'd like to see a vanish animation, a driveby animation. And a run to enemy animation that uses cast/use rather than attack (for stealing or other things)

I'm totally for the variable chaining that shadowii mentioned! I've wanted that for a while
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Dan the Man Entertainment




Joined: 31 May 2003
Posts: 204

PostPosted: Wed May 26, 2004 12:01 pm    Post subject: Reply with quote

This probably can't be done, but I'd like to see "mark" animations (I.E. Picture of a wing in driveby hits enemy. Instantly, a slash mark is shown.)
I'd also like to see more attack animations. They probably can't be done (freakin' memory limitations), but I'd like to see reverse ring, circle (animation moves in a circle around enemy without multitargeting ring animation), and a mixture of projectile and driveby (comes out of user, but hits enemy and wizzes by).
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