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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Thu Feb 22, 2007 6:21 am    Post subject: Quick Question Reply with quote

Just curious, does the order of heros affect the battle in any way? For example, are heros in the top slot more likely to be attacked than heros in the bottom slot, the way SNES-era Final Fantasy games were set up?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Thu Feb 22, 2007 8:16 am    Post subject: Re: Quick Question Reply with quote

Camdog wrote:
Just curious, does the order of heros affect the battle in any way? For example, are heros in the top slot more likely to be attacked than heros in the bottom slot, the way SNES-era Final Fantasy games were set up?


Nope.
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Thu Feb 22, 2007 9:21 am    Post subject: Reply with quote

Unless you give an enemy an attack that targets the party's leader (Hero 0) the order has no importance. There's also no such thing as a front/back row, although through plotscripting, you could possibly make a menu of some kind that allowed you to decrease a hero's attack and raise defense before battle, or perhaps make an attack that does the same thing.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Thu Feb 22, 2007 9:25 am    Post subject: Reply with quote

Actually, I can imagine this having some (very small) effect in the following way: how does game decide which hero's menu pops up if two heroes' action meters fill at the same instant? Or how does it decide what attack is executed first when two attacks are qeued at the same tick (after their wait has expired)?

PS: The target first slot only bitset is broken, so right now F-L's suggestion is not an issue.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Thu Feb 22, 2007 12:41 pm    Post subject: Reply with quote

Quote:
Actually, I can imagine this having some (very small) effect in the following way: how does game decide which hero's menu pops up if two heroes' action meters fill at the same instant? Or how does it decide what attack is executed first when two attacks are qeued at the same tick (after their wait has expired)?
Computers don't do things at the same time. They process instructions they receive 32 bits at a time. If anything, if two heroes' turns come at the same time, the computer is going to register the first one first. (Ex: Hero 2 & 3 have their turn at the same time, but 2 is processed first).
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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Thu Feb 22, 2007 1:00 pm    Post subject: Reply with quote

That's exactly msw's point. Since the computer doesn't do two things at the same time, the order in which it increments the ready bar will affect which hero goes first, all other things being equal. Of course, this difference is miniscule and would probably never affect gameplay in practice...
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Moogle1
Scourge of the Seas
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Joined: 15 Jul 2004
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PostPosted: Thu Feb 22, 2007 1:14 pm    Post subject: Reply with quote

This is a control flow problem, not a computation problem. Even if you were running a dual-processor computer that could actually fill the ready bars simultaneously, one hero would go before the other. I haven't looked at the code, but I think the hero after the one who just acted has menu priority (e.g. if hero #2 just acted, hero #3's menu will open next if possible, then #4's, then #1's).
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Thu Feb 22, 2007 1:25 pm    Post subject: Reply with quote

Quote:
Even if you were running a dual-processor computer that could actually fill the ready bars simultaneously, one hero would go before the other
I know, but my post was in "thinking from what the person sees on the monitor" mode. If you see the bars complete at the exact same time, hero #(n - 1) goes first.
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Bob the Hamster
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Joined: 22 Feb 2003
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Location: Hamster Republic (Southern California Enclave)

PostPosted: Thu Feb 22, 2007 2:56 pm    Post subject: Reply with quote

Yes, there is a bias when two heroes are ready at the same time, but the bias is cyclical, not weighted to the top.

There is a counter that goes 0,1,2,3,0,1,2,3,0,1,2,3...
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Thu Feb 22, 2007 7:29 pm    Post subject: Reply with quote

So it is cyclical then? I guess that makes the most sense. So each 'tick' also counts as one move around the cycle? That would explain some occasions I've seen where I could have swore that action A should occur first, but action B happened first instead. This may be helpful to OHR game authors. It makes it more clear that if you want certain attacks to take longer, you should make their waits in custom larger by more than, hmm, I guess ten ticks, if it takes one tick to move along each character in the cycle, and you can have four heroes and six enemies?
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My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161

This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com
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