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How do I make my own battle system?
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Fri Jul 29, 2005 11:21 pm    Post subject: Ok! Could somoene help me with this ? Reply with quote

Ok! Thanks again for this useful information. Ok I tryed to make a poison spell but it is too powerfull: it kills my hero. Moreover the mark poisenned does not appear.

Here are the characteristics of my spell

name poison attack
caption poison
delay before caption 0

damage setting
------------------
pure damage
base attk stat mp
base def stat will
target: poison register
extra damage: 0%
aim math never missed
delay before attack 10

target class ennemy
target setting focused
cost 3mp
chain attack none

bitsets
--------
divide spread damage
poison damage

The hero loses 29 and 31 hp and then it's game over. I would like the hero to loose only one or two hp. Can somoene help me ?
Thanks in advance for the help!
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Jul 30, 2005 12:44 am    Post subject: Reply with quote

Try setting Extra damage to -90% or something else very low.
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Soule X




Joined: 13 Sep 2004
Posts: 131
Location: Indiana

PostPosted: Sat Jul 30, 2005 1:49 am    Post subject: Reply with quote

You set the poison to the number of magic points the enemy has. So your enemy must have around 29 MP.

A good way to make it about 1 or 2 points is to set the Base Attack stat to "100" and Extra Damage to -98 or -99. Make sure you keep it to "Pure Damage" if you do this.
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sat Jul 30, 2005 9:54 am    Post subject: Ok! Reply with quote

I have changed my spell and its nearly works expect that poisoned doesn't appear and as a consequence doesn't make the player realise his (or her) hero is poissoned and that her (or him) has to give him an antidote.

Can somoene explain me how to make appear poisonned ?
Thanks in advance for the help !
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Sat Jul 30, 2005 12:07 pm    Post subject: Reply with quote

it isn't possible unless you use special wip release of OHR.
however next release will have something to display the poison/stun stat
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Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sun Jul 31, 2005 6:11 am    Post subject: Reply with quote

Ok let's use the special wip release of OHR!
Where can I find it and how do I implement it ?
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Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Mon Aug 01, 2005 9:18 am    Post subject: Reply with quote

Ysoft: Oh, I'd forgotten about that. It's not in the whatsnew.txt... I'll update it. Edit: Oh, oops, yes it is. Silly me.

Bis_Senchi: The WIP is posted in the Announcements forum. The topic is called "New WIP Build!!!!11!!1!one" or something along those lines.

To set up the poison and stun icons, just go into Custom, go to "Edit General Game Data", and at the bottom there are the two icons. The defaults are likely ok, but you can change them if you want. They're actually font characters.

Then, be sure to use the WIP Game when you play!
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Tue Aug 02, 2005 4:10 am    Post subject: Could you be more precise ? Reply with quote

Thanks for the info about the wip release. It seems to be rather difficult to use...

Could you be more precise about what I should do after having edited the "game general data" menu ?
When I edit the game general data am I supposed to turn on bitsets? If so which one(s)? What about the global text strings menu ? May be there are some things to do there too !

Anyway thanks again for the info!
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sat Aug 27, 2005 10:44 pm    Post subject: So would somoene help me please ? Reply with quote

Could somoene help me with what pkmnfrk has said ? Does somoene see where I should go under custom so that I can see poisonned appear in the same way as "miss" appear ???

Thanks in advance for the help!
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Mon Aug 29, 2005 7:15 pm    Post subject: Reply with quote

Simply call the attack "Posioned!" and set the bitset "show attack name"
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sat Sep 03, 2005 10:48 pm    Post subject: Thanks a lot! But... Reply with quote

Thanks! The show attck name bitset is exactly what I need. Could somoene explain me why there could a "1" before the attack name. When the attack is launched I see "1 poisonned". Could somoene explain me why ? What should I do again it ?

Thanks in advance for the help !
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sun Sep 04, 2005 4:54 am    Post subject: Reply with quote

I think that that is the damage done to the poison register. If so, you can hide it by turning on the "do no display damage" bitset.

However, don't you want to do more than 1 damage?
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sat Sep 10, 2005 1:54 am    Post subject: Testing a script Reply with quote

I've made this key is pressed script. It works when I use it but after a few
seconds I see the message "script error" interpreter overloaded.

Could somoene help me to solve this problem ?
As always thanks very much for the help !
#---------------------------------------------------------------------------
script, getquickscript, begin

suspend Npcs
suspend player

if (check tag(tag:acc)==ON) then, begin
running:=false
if ((running==false),and, (key is pressed (any key)==false) )then , begin

if (herodirection(me)==right) then, begin
(running:=true)
(set hero speed (me, 11)), then,
(walk hero (me, east, 2)),then,
(set hero speed (me, 4)), then,
(wait for hero (me)), then,
(running:=false), then
(wait (3)))
else, begin

if (herodirection(me)==left)then,begin
(running:=true)
(set hero speed (me, 11)), then,
(walk hero (me, west, 2)), then,
(set hero speed (me, 4)), then,
(wait for hero (me)), then,
(running:=false), then
(wait (3)))
else, begin

if (herodirection(me)==up)then,begin
(running:=true)
(set hero speed (me, 11)), then,
(walk hero (me, north, 2)),then,
(set hero speed (me, 4)), then,
(wait for hero (me)), then,
(running:=false), then
(wait (3)))
else, begin

if (herodirection(me)==down) then, begin
(set hero speed (me, 11)), then,
(walk hero (me, south, 2)),then,
(set hero speed (me, 4)), then,
(wait for hero (me)), then,
(running:=false), then
(wait (3)))


resume Npcs
resume player
end
#--------------------------------------------------------------------------------
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sat Sep 10, 2005 2:13 am    Post subject: Some useful information Reply with quote

The get script you can read above is autorun script. (but the script luna follows me isn't)

The key is pressed script contains the following code

#-------------------------------------------------------------------------
#This script allows the pet to follow the hero as the tag is checked "on"
#the script is on all the maps as the "on-keypressedscript"

script, luna follows me, begin

hero is walking (0) #substitute this for the hero you want
hero direction (0) #=direction
npcplace #(*,*,direction,*)
my keyboard

if (launchgetquickscript)then, begin
get quick script
end

if (launchpausescript) then, begin
mypausescript
end

end #end on the plotscript
#------------------------------------------------------------------------
#This script allows me to customise the keyboard

script, my keyboard, begin

suspend npcs
suspend player

if (key is pressed(key: r), and, jumping == false, and, hero is walking(me) == false) then (

variable (tilex, tiley)
tilex := hero x(me)
tiley := hero y(me)
if (hero direction(me) == north) then (tiley -= 2)
if (hero direction(me) == south) then (tiley += 2)
if (hero direction(me) == east) then (tilex += 2)
if (hero direction(me) == west) then (tilex -= 2)
#now check if they can jump to the tile 2 spaces ahead
if (readmapblock(tilex, tiley) == 10) then,
(jumping := true ) then,

(variable (i, walkx, walky, hx, hy, jump) #Debut du code pour le saut
suspend player
suspend Npcs
if (hero direction(me) == north) then (walky := -4) #walk at normal speed north
if (hero direction(me) == south) then (walky := 4)
if (hero direction(me) == east) then (walkx := 4)
if (hero direction(me) == west) then (walkx := -4)
jump := -5
hx := hero pixel x(me)
hy := hero pixel y(me)
for (i, 0, 10) do (
put hero (me, hx, hy + jump)
hx := hero pixel x(me) + walk x
hy := hero pixel y(me) + walk y
jump += 1
wait
)
resume player
resume npcs
end, then, #fin du code pour le saut
(jumping := false)
end # end of the jump script

if (key is pressed(key: z))
then, begin
#Key is pressed z pour accelerer
set tag (tag:acc, ON)
launchgetquickscript:=true
end

if (key is pressed(key: numlock)), then, begin #Key is pressed pour faire pause
set tag (tag:pause, ON)
#Key is pressed numlock pour faire pause
#increment (pauseispressed, 13)
launchpausescript:=true
end

#if (check tag(149)==OFF) then, begin
#if (wait for key (menukey))then, begin
#launchlockedkeyboard:=true
#end #end of the wait for key command
#end #end of the tag

Resume npcs
Resume player

end #end of the plotscript here

#---------------------------------------------------------------------------

Some explanations:

The global variables allows me to launch the script from the key is pressed script. The global variable check command are on the keyboard script because if I put on other place the command simply doesn't work.

Feel free to ask for further details if there are still things that you don't understand because as everybody has already noticed, I am very good to make myself missunderstood!

Anyway, thanks very much for keeping on providing help and support!
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Fri Sep 23, 2005 11:41 am    Post subject: So ? Reply with quote

So? Does somoene have any ideas about why the script does not work well ?

Thanks in advance for taking time to test!
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