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Meatballsub Divine Bovine

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
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Posted: Tue Sep 11, 2007 6:44 pm Post subject: Debugging attacks |
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This might sound funny but through testing I cannot figure out whether or not these skills are working properly. Below I have listed their intended use and then how I set them up. Please let me know if you see a mistake!
Redoubt - Increases defenses by 10
Pure damage
100
Default
Target: Defense / Magic def. (by chain)
-90% extra damage
Cure instead of harm
Reset target stat to max before hit
Do not randomize
Mutable
Virus - Decreases speed by 25%
Speed = 25% of Maximum
100
Default
Target: Speed
-75% extra damage
Do not randomize
Reset target stat to max before hit
Mutable
Fury Shout - Increases strength by 25%
Strength = 25% of Maximum
100
Default
Target: Strength
-75% extra damage
Cure instead of harm
Do not randomize
Reset target stat to max before hit _________________ MOCBJ Software - My Games
The Hamster Wheel - OHRRPGCE Information Database |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Tue Sep 11, 2007 6:57 pm Post subject: |
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To increase stats beyond their normal (out of battle) values, you need to activate the attack bitset "cure can exceed maximum". This should fix Redoubt.
When you use percentages for the damage calculation, it SETS the target rather than damaging it. Thus, if you want a 25% decrease in speed, you should have Speed=75% of maximum (achieved by putting -25% in the extra damage percentage). Similarly for making something increase by 25%, you need strength=125% of maximum.
Also, you may want to know that the mute status affliction does not currently affect enemies (very unfortunate, but then again, we didn't have mute for a long time). _________________ 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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Meatballsub Divine Bovine

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Tue Sep 11, 2007 7:10 pm Post subject: |
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I'm moderately positive that Mute will only stop your heroes from using mutable spells.
But, yeah, Foes are resistant to mute for now. |
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Bob the Hamster OHRRPGCE Developer

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

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
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Posted: Sat Sep 15, 2007 11:52 am Post subject: |
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I'm having a hard time figuring this one out. I have a haste spell, that is suppose to increase your speed by 5.
Pure Damage
100
Default
Target:Speed
Extra Damage: -95
Cure instead of harm
Allow cure to exceed maximum
Do not randomize
This is an enemy spell...but I dont think it is working. This particular enemy has 15 base speed. He will cast this spell, it should be 20. A hero casts virus and it still reads just 4 for 25%....Why? _________________ MOCBJ Software - My Games
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sat Sep 15, 2007 12:33 pm Post subject: |
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The problem is that Virus is set to "Reset target stat to max before hit." It will always deal 4 speed damage to an enemy with 15 speed. _________________
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Meatballsub Divine Bovine

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sat Sep 15, 2007 1:38 pm Post subject: |
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Yes, he is saying that. For HP and MP, reset to max means just that. For all other stats, reset to max really means reset to default value before inflicting damage. _________________ 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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Meatballsub Divine Bovine

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
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Posted: Sat Sep 15, 2007 2:06 pm Post subject: |
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Okay maybe I just don't understand how reset to max works. I thought of it as this.
Enemy has 15 speed
You cast virus, it causes -4 reduction to speed. You cast it again, it resets the enemy's speed to 15 AND THEN casts it again. I figured if the enemy casted haste its NEW max would be 20, and it wouldn't reset to 15.
So is that my problem here?  _________________ MOCBJ Software - My Games
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Sat Sep 15, 2007 2:35 pm Post subject: |
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You know what we need? We need attack bitsets like this:
Fail if target strength is reduced
Fail if target strength is enhanced
Fail if target defense is reduced
Fail if target defense is enhanced
Fail if target speed is reduced
Fail if target speed is enhanced
and so-on. That would make it much easier to make enhancement attacks that cannot be repeated without having to worry about the interactions between stat-reducing attacks and stat-enhancing attacks. |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sat Sep 15, 2007 5:38 pm Post subject: |
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Quote: | You cast it again, it resets the enemy's speed to 15 AND THEN casts it again |
This is correct. Another way of saying all this is that it is currently impossible in battle to alter any stat's max value. Any time you alter any stat (including HP), you are altering its 'current value', never its maximum value. Thus a "cure exceeds maximum" attack allows the stat's 'current value' to exceed its maximum value; it does not affect the stat's maximum value in any way. _________________ 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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Meatballsub Divine Bovine

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
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Posted: Sun Sep 16, 2007 10:06 am Post subject: |
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James Paige wrote: | You know what we need? We need attack bitsets like this:
Fail if target strength is reduced
Fail if target strength is enhanced
Fail if target defense is reduced
Fail if target defense is enhanced
Fail if target speed is reduced
Fail if target speed is enhanced
and so-on. That would make it much easier to make enhancement attacks that cannot be repeated without having to worry about the interactions between stat-reducing attacks and stat-enhancing attacks. |
I second that.
A "fail if target is boss" would be nice too (if we don't already have something to that effect). _________________ MOCBJ Software - My Games
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sun Sep 16, 2007 2:54 pm Post subject: |
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We do. Sort of. We have enemy types and "fail if enemy is [type]" flags. I've always used this to give boss-type immunities (which are useful on some enemies that are not bosses). _________________
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