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what would you like to see in the next OHR update
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Tue Oct 14, 2003 7:42 am    Post subject: Reply with quote

Grr.. I already posted this a short while ago, but I guess the DB had a few more burps...or I just missed something...or something else happened...

Anyway, I propose an extended spawning system. Have spawning be able to be executed from attacks.

Have an additional attack type (in addition to strong, sharp, etc.) be 'Spawn.' In one of the other slots for further specifying attack (say the additional % slot) cycle through the different enemy names. When the attack is executed, that enemy is spawned in the next available enemy slot.

This wouldn't replace the current spawn system; it would just complement it.

For example, let's say there's a boss battle. The Queen Bee is in the back. In front of the Qeen is a Guard Bee, a Drone Bee, and a Nurse Bee. If the Queen is ever alone, she will use an attack that chains three spawn attacks in a row -- spawning the Guard, Drone, and Nurse Bees. When the Queen is killed, however, the normal spawn system can create the Enraged Queen Bee.

Or whatever. This is just the beginning. A lot more could be done, even in just summoning systems..! The possibilities are endless...keeping the buffer in mind, that is.

I wonder how difficult it would be to implement this?

Also, what happens if a spawning occurs when all 8 enemy slots are filled? Does the spawn abort, or does game.exe crash?
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Tue Oct 14, 2003 8:57 am    Post subject: Reply with quote

Really, you could do that elementally...

Queen Bee has an "Alone" attack that does No damage, but uses elements 6, 7, and 8. Queen Bee has, in her Spawning menu, Guard Bee set to spawn when hit with element 6, Drone Bee when hit with element 7, and Nurse Bee when hit with element 8. She also has Enraged Queen Bee set to spawn when she dies.

As long as the heroes don't have any attacks that use elements 6, 7, and 8 at that point in the game, this should work just fine.
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eldritch
Archmage of Mayhem and Plotscripting




Joined: 18 Sep 2003
Posts: 62
Location: Chicago Area

PostPosted: Tue Oct 14, 2003 9:03 am    Post subject: Reply with quote

I believe what he's searching for is a way to call a summoned creature to fight for you no matter what the circumstances or enemy. From my understanding it would be possible with up to 8 summons perhaps, but that would rule out elemental damage (unless one wanted to use the enemy type bitsets to replace elemental). Regardless, this would have to be adjusted for every single blighted enemy.
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eldritch
Archmage of Mayhem and Plotscripting




Joined: 18 Sep 2003
Posts: 62
Location: Chicago Area

PostPosted: Tue Oct 14, 2003 9:07 am    Post subject: Reply with quote

On the item issue, is it truly impossible to make it beyond 255? I'm fairly well versed in my programming lore, but I don't see why something so insignificantly memory intensive cannot be pressed to at least another bit's worth of an array for it. Heck, I'd exchange down to 64 maps for over 255 items any day, since one can implement infinite maps through intelligent plotscripting now.
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Uncommon
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Joined: 10 Mar 2003
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PostPosted: Tue Oct 14, 2003 12:05 pm    Post subject: Reply with quote

eldritch wrote:
Heck, I'd exchange down to 64 maps for over 255 items any day, since one can implement infinite maps through intelligent plotscripting now.


I wouldn't. It is possible to re-use maps with plotscripting, but it would be frickin' annoying and very tedious. I don't think you'll need that many items, anyway...
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Shadowiii
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Joined: 14 Feb 2003
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PostPosted: Tue Oct 14, 2003 12:15 pm    Post subject: Reply with quote

I do. Lacrymosa has a buttload of weapons, including ones you can forge, as well as a lot of characters. I think James should raise the bar to 32-thousand whatever number of integers you can have in QBasic. Heck, do that for everything and I'd be happy. Of course, games could get REALLY big.
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Uncommon
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PostPosted: Tue Oct 14, 2003 12:29 pm    Post subject: Reply with quote

Well, WGMD actually doesn't have a conventional weapons sytem, as most warriors don't really switch their weapons out like in most RPGs. I'm going to have weapons break while attacking or defending, so you have to get them fixed. Sometimes the smiths will strengthen your weapons for a bit of extra money, and that's about all of the upgrading you can do...
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Me
HI.




Joined: 30 Mar 2003
Posts: 870
Location: MY CUSTOM TITLE CAME BACK

PostPosted: Tue Oct 14, 2003 3:44 pm    Post subject: Reply with quote

In terms of maps and plotscripting, there does exist the wonderful command "load tileset(number)" which instantly loads a new tileset for your map. This is something that can be used, if you're careful and good with scripting, to raise the max number of maps to around 32767, the max number of tilesets you can have.
I'm using this, along with NPC-stat altering and tag manipulation, to fit all my town's buildings into one map. They'll all be one screen maps, but that's a small sacrafice when it gives me 99 maps for dungeons and such.
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Aethereal
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Elite Designer
Elite Designer



Joined: 04 Jan 2003
Posts: 928
Location: Gone! I pop in on occasion though.

PostPosted: Tue Oct 14, 2003 7:14 pm    Post subject: Reply with quote

Splitting a game over multiple RPG files so you can get some more maps isn't that difficult or frustrating at all - they just need at least one map in common with the exact same data, and then you rename a save file.
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Shadowiii
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Joined: 14 Feb 2003
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PostPosted: Tue Oct 14, 2003 7:49 pm    Post subject: Reply with quote

Is it possible to transfer the save files? I mean, OHR works numerically with items, heros, etc right? I believe thats why OHR Angel worked...

Anyway just checking. Splitting up and keeping stats is good...I guess. I'll probably never split, just make every map maximum size and...screw with it.

Ergh.
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Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Wed Oct 15, 2003 5:00 am    Post subject: Reply with quote

Yes, Shadow. OHR saves all global variables, current stats, just about everything that keeps its toll in your game.
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Wed Oct 15, 2003 11:07 am    Post subject: Reply with quote

Wall, I wasn't just looking for a way to make a better summoning system, but that was a desired side-effect. I really just wanted to get a system of complex spawning without sacrificing the elemental bitsets.

Side note: the previous sentance make absolutely no sense. I mean...think about it. What if someone read that with no idea of the context or even what the OHR is? Heh, I ought to get a shirt with that on it. Ha ha ha!

Shadowiii: I didn't know that Lacrymosa was going to have that. Neutral I thought that we were going to do the AP system, where ya learn skills from weapons (choose one of two skills/weapon)? That wouldn't make for a too lot of weapons...especially of some characters can learn each other's weapon types... (i.e. two people can use whipdaggers). (btw, if we do use that system, will we allow players to 'erase' characters' memories if they fill all of the skill slots?) Or did I miss an e-mail? Or are we still brainstorming? Or...or...wha..? Yo messin' wit my mind, man. Huh? Really confused Raspberry!

Incidentally, what is the numerical equivelent of a 'buttload?'
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Shadowiii
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Joined: 14 Feb 2003
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PostPosted: Wed Oct 15, 2003 11:14 am    Post subject: Reply with quote

42.

And for the record, yeah, we were going to use the AP system. BUT (butt...ha ha...im so immature) that doesn't mean we cant' forge weapons, silly.

Yeah, we are still brain-storming. I'll email ya...when STUPID HOTMAIL WORKS!!! (SCREAMS)

Quote:
I really just wanted to get a system of complex spawning without sacraficing the elemental bitsets.

::Mr. B


That would make an AWESOME T-Shirt. I hope someone who works the OHR store is reading thsi thread, heh. Raspberry! Add a pic of some summoning monster who was...depressed...or something...bwahahahaaaa!

Whew, sugar high.
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Shadowiii
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Joined: 14 Feb 2003
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PostPosted: Thu Oct 30, 2003 3:38 pm    Post subject: Reply with quote

More stuff to add:

Better map NPC managment. Basically, the ability to edit and place an NPC in the same type of...place. Like when you select "edit NPC's" there is a bar on top like tilemaps, but if you press somehing (I don't know, "e") you can edit the NPC's various stats.

Going back and forth is extremely annoying

Also, a compiler built into custom. This would be fantastic. (heck, while we are dreaming, lets throw in a plotscript coder in custom). I really really hate:
Quitting Custom
Editing my code in whatever.txt
Dragging it to hspeak
Going back into custom and importing it
Going to game to test it
Realizing it doesn't work, quitting game and going BACK to whatever.txt to fix it. I've wasted probably a good few hours of my life doing this, and it is a PAIN.

Finally, a connected command, maybe to "Game" that would let you run a "test" in Custom. BAsically, when you selected it, it would run in game. When you quit it, you'd go back to OHR.

Oh, one LAST thing. I've mentioned this before, but I REALLY want it now. If you quit game editing, it takes you back to the main menu, NOT quitting custom entirely. Also, if in enter an incorrect password, instead of quitting it takes you to the main menu. This would be great for switching between games, something I do sometimes.

Yeah, that is about it. I hope James reads this thread. Raspberry! Well, he DID take my suggestion for "Save and Continue Editing" so...who knows!? Happy
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Minnek
Conjurer




Joined: 03 Jun 2003
Posts: 430
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PostPosted: Thu Oct 30, 2003 3:44 pm    Post subject: Reply with quote

Wow, some good ideas Shadow. I think Fen mentioned this sometime earlier, but I'd really like to see a damage cap that's able to be set. Oh yeah, and the ability to change general text strings (ummm this one was in the Game Design Forum, I think... not sure. Credits go to whoever said it, I can't remember) with plotscripting. Heh. Yeah, that's what I have to add. Yay. Oookay...
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