Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

Fight Formation / After Battle conflict question.

 
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade
View previous topic :: View next topic  
Author Message
Soule X




Joined: 13 Sep 2004
Posts: 131
Location: Indiana

PostPosted: Sat Jun 18, 2005 8:15 pm    Post subject: Fight Formation / After Battle conflict question. Reply with quote

Okay, there's a bug where if you have a script like:

Code:
if (fight formation (1))
then (A)
else (B)


And if you have an "After Battle" script set it runs the code in the else block, even if you win.

Now I'm working with the wolfwood version of custom.exe right now; I haven't bothered to download the new one, but I didn't see anything about this bug in the update list. I seem to recall this topic popping up a long time ago, but I didn't really pay any attention to it. Is there any work-around for it or is it fixed in the new version or what?

Thanks.
Back to top
View user's profile Send private message Send e-mail AIM Address
Linkmax
I'm an idiot.




Joined: 03 Feb 2003
Posts: 202
Location: Oly

PostPosted: Sat Jun 18, 2005 8:17 pm    Post subject: Reply with quote

You really should update it, the newer version is much better.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Mike Caron
Technomancer




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

PostPosted: Sun Jun 19, 2005 5:39 am    Post subject: Reply with quote

...

That said, you should file a bug report on BugZilla
_________________
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
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Setu_Firestorm
Music Composer




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

PostPosted: Mon Jun 20, 2005 10:29 am    Post subject: Reply with quote

Just out of curiousity, can you technically use the "fight a formation" command as a condition? `Cause unless I'm mistaken, that's more of a "do this" than an "if you have done this" kind of thing.
_________________


Facebook: http://www.facebook.com/georgerpowell
Newgrounds: http://setu-firestorm.newgrounds.com
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address MSN Messenger
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Mon Jun 20, 2005 10:46 am    Post subject: Reply with quote

Yes, you can. It returns true if the battle is won, false otherwise (death or escape).

The problem is that the return value is changed when the after-battle script is run. There's not an easy workaround for this, except not to use an after-battle script.

...which doesn't help you, I know, but that's why it's happening.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
Setu_Firestorm
Music Composer




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

PostPosted: Mon Jun 20, 2005 10:54 am    Post subject: Reply with quote

Ahh. Well, you always learn something new.
_________________


Facebook: http://www.facebook.com/georgerpowell
Newgrounds: http://setu-firestorm.newgrounds.com
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address MSN Messenger
Soule X




Joined: 13 Sep 2004
Posts: 131
Location: Indiana

PostPosted: Mon Jun 20, 2005 9:07 pm    Post subject: Reply with quote

Oh well, luckily the game I'm currently working on has every battle called from a script, so I just had it also call the "after battle" script every time I used "fight formation".

But this certainly sucks for games that use the after battle script for random battles and those not called from scripts. I guess you could try and stage the battle on a separate map or something... oh well.
Back to top
View user's profile Send private message Send e-mail AIM Address
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group