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what would you like to see in the next OHR update
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Sun Sep 21, 2003 5:39 am    Post subject: Reply with quote

Except for the fact that you can only colour using 16 colours at a time in your palette, the defaults of which have not changed since the days of PaintBrush for Win3.1, and are annoying to change!
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Razor_EX




Joined: 22 Sep 2003
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PostPosted: Tue Sep 23, 2003 1:55 am    Post subject: Reply with quote

I think it needs:

text box face thingies

easier to do summons

and you know like in Final Fantasy and chrono trigger how you can see the people goingall woo in the shops when yo highlight something they can equip? it needs that!
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Me
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Joined: 30 Mar 2003
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PostPosted: Tue Sep 23, 2003 7:23 am    Post subject: Reply with quote

It does need indication of who can equip whatever. That would be nice.
But I still don't understand what these people mean when they say "easier to do summons." Isn't a summon just a multi-chained uber-powerful attack? 'Cause that's really not that hard to do.
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Shadowiii
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Joined: 14 Feb 2003
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PostPosted: Wed Sep 24, 2003 12:30 am    Post subject: Reply with quote

It would be nice, but not pratical. The command would have to search your party, determine who is in it, then determin if they can equip the item in any of the 5 slots, then place their hero graphic somewhere down there. James would have to re-write the entire store script...which would be a lot of work.

But it would be NICE...
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Iblis
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Joined: 26 May 2003
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PostPosted: Wed Sep 24, 2003 1:08 am    Post subject: Reply with quote

Well, rather than use their hero graphics it could just use their name. Maybe the ones who couldn't equip it would just have their name grayed out.
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Razor_EX




Joined: 22 Sep 2003
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PostPosted: Wed Sep 24, 2003 2:56 am    Post subject: Reply with quote

well, by make summons easier...I meant like the summon graphic(i.e. Bahamut) about the size of a large enemy, would descend from the top of the screen and ur party disappears(optional) and then the summons attack would commence...

You COULD make a summon as a chained attack but it wouldn't look as good or nothing...
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Uncommon
His legend will never die




Joined: 10 Mar 2003
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PostPosted: Wed Sep 24, 2003 4:54 am    Post subject: Reply with quote

I know I've said this in this thread before, but bear with me...

Well, there are better ways of doing summons. If you can get "Knight of Ages", make sure to check that out and see what Moogle1 did in there. That's the best summon system on OHR there is.
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Shadowiii
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PostPosted: Wed Sep 24, 2003 5:19 am    Post subject: Reply with quote

Hmmm. I haven't played Knight of Ages (recently) but a good summon system might go like this:

The attack does zero damage but spawn a monster un-attackable by heros or enemies. This enemy has 999 speed and only one HP. He also has only one attack (say, mega flare) that costs him 1 HP and strikes his 'allies' (your enemies). If you wanted it a bit more detailed you could draw an attack animation of the dragon flying down, use "meteor" attack, then have him spawn so it looks like a dragon flew down and landed...

You'd have to face him the other way though. But it still would work decently I think. Ok, semi-decently, but thats my only idea, ok? Oookay...

Update Idea: Back attacks, preemptive strikes, etc. You could have it in the general game settings; the percent set for preemptive, etc. Or, maybe each individual battle had its own settings. That still might not make a 'preemptive' item work, but yeah. It would make the battles more interesting.
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TMC
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PostPosted: Wed Sep 24, 2003 5:23 am    Post subject: Reply with quote

But late FF summons are too specific. Yes, the OHR is based off some of the early FFs, but do we really want games that are FF copies in every way?
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Uncommon
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PostPosted: Wed Sep 24, 2003 5:51 am    Post subject: Reply with quote

That was basically it, Shadow. Not exactly, but basically.

And regarding back attacks, I think Aethereal once told me he was working on a way of doing that. I wonder how it turn out?
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Mr B




Joined: 20 Mar 2003
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PostPosted: Wed Sep 24, 2003 7:47 pm    Post subject: Reply with quote

Back attacks probably worked by using plotscripting to set the agility (or whatever) to 50%, then entering battle. Optionally, the characters could also be set to having hero graphics that are reversed directions...

I wonder if, using plotscripting, damage can be inflicted to the stun pool outside of battle? If so, then it would be very easy to make suprise attacks where al lthe enemies can go first.

I'll have to experiment with that...
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Aethereal
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PostPosted: Wed Sep 24, 2003 10:22 pm    Post subject: Reply with quote

Moogle's old script archive has my back attack script in it. That thing's been in there a looooong time. It's not well-optimized, so I can write a more optimized version if you guys want.
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Shadowiii
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PostPosted: Mon Oct 06, 2003 4:55 pm    Post subject: Reply with quote

Here's something I think would be neat, and it wouldn't be too hard to put in:

You know when a hero's HP are under...what was it 10% of the Max? Anyway, you get the "Wounded" picture? It would be neat if the numbers turned red, or just the health-bar turned red. Yeah, that would be cool.

Another idea: Word Wrap the text boxes. Or a curser for the text boxes so you could go back to the beginning without ERASING THE ENTIRE THING!!!

Yeah, that would be nice.

Oh, and sorry to revive a dead thread, but this is the one dead thread that CAN be revived with out punishment, methinks.
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Minnek
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Joined: 03 Jun 2003
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PostPosted: Mon Oct 06, 2003 5:26 pm    Post subject: Reply with quote

I think it needs 3D graphics and a windows port and...and... nevermind. Please don't yell at me, I'm just being stupid Oookay...

I like those ideas of yours Shadow. Hmm... I can't think of anything at the moment that I'd like added. Perhaps change the color of the font of the name to show status inflictions, so when they're poisoned it'll turn green, or purple, and when they're hasted, it'll turn red...something like that. Have bitsets that turn those on and off for the character, too. I'd like that, that I would. Big grin
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Fenrir-Lunaris
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PostPosted: Mon Oct 06, 2003 5:49 pm    Post subject: Reply with quote

Plotscript commands for alter (Item).
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