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Castle Paradox
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Fri Jul 29, 2005 11:21 pm Post subject: Ok! Could somoene help me with this ? |
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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
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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
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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
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Posted: Sat Jul 30, 2005 12:44 am Post subject: |
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| 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
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Posted: Sat Jul 30, 2005 1:49 am Post subject: |
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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
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Posted: Sat Jul 30, 2005 9:54 am Post subject: Ok! |
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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.
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Posted: Sat Jul 30, 2005 12:07 pm Post subject: |
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it isn't possible unless you use special wip release of OHR.
however next release will have something to display the poison/stun stat _________________ Try my OHR exporter/importer.
OHRGFX
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
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Posted: Sun Jul 31, 2005 6:11 am Post subject: |
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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?
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Posted: Mon Aug 01, 2005 9:18 am Post subject: |
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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! _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Tue Aug 02, 2005 4:10 am Post subject: Could you be more precise ? |
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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
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Posted: Sat Aug 27, 2005 10:44 pm Post subject: So would somoene help me please ? |
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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
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Posted: Mon Aug 29, 2005 7:15 pm Post subject: |
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Simply call the attack "Posioned!" and set the bitset "show attack name" _________________ "It is so great it is insanely great." |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sat Sep 03, 2005 10:48 pm Post subject: Thanks a lot! But... |
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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
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Posted: Sun Sep 04, 2005 4:54 am Post subject: |
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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? _________________ "It is so great it is insanely great." |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sat Sep 10, 2005 1:54 am Post subject: Testing a script |
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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
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Posted: Sat Sep 10, 2005 2:13 am Post subject: Some useful information |
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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
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Posted: Fri Sep 23, 2005 11:41 am Post subject: So ? |
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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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