Search found 718 matches

by guo
Tue Nov 29, 2016 3:16 am
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103215

"On spawn" animation for spawning enemies! Perhaps the opposite of the death animations? How cool would it look for new enemies to stretch upwards from the ground. Also, and this is more of a question, but in turn based battle mode if I set captions to display for a specific length of time...
by guo
Mon Nov 28, 2016 11:49 pm
Forum: Game Discussion
Topic: Official MEGA-THREAD for "Finish Your Damn Game" Contest
Replies: 44
Views: 14790

Thanks for the hasty reply. I think I get it now. When you call "add craft recipe", you specify ($x="y" , @z) as inputs for the extra parameters (ie "name" & "which script") . I wasn't sure what the $ and @ were for but I looked it up in the dictionary. Re...
by guo
Mon Nov 28, 2016 8:49 pm
Forum: Game Discussion
Topic: Official MEGA-THREAD for "Finish Your Damn Game" Contest
Replies: 44
Views: 14790

Hi TMC, I've been looking to use a script like this myself. A couple questions: Where would you implement the "if (inventory(item:blade) && inventory(item:handle)) then (add craft recipe($0="Sword (blade + handle)", @craft sword)) " part of the script? What are the $0=&qu...
by guo
Thu Nov 24, 2016 12:17 am
Forum: Game Discussion
Topic: Hype Up Your Game Thread
Replies: 1513
Views: 361352

Congratulations!!!
by guo
Thu Nov 24, 2016 12:16 am
Forum: Q&A Discussion
Topic: FF1 MP & regular MP costs
Replies: 1
Views: 653

FF1 MP & regular MP costs

Hello! Quick question: If a spell is on an FF1 style spell list, will the regular MP cost still apply? Eg: I have a spell called fireball. It has a cost of 3 MP. Hero 1 has fireball in regular spell slots, and has 9 MP. He could cast fireball 3 times. Hero 2 has fireball in FF1 style spell slots, an...
by guo
Sun Nov 20, 2016 8:57 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64204

"Beth"

One of these things is not like the other.
by guo
Fri Nov 18, 2016 9:47 am
Forum: Game Discussion
Topic: Tim-Tim 2 Dev Thread
Replies: 231
Views: 41447

Gettin' froggy wit it
by guo
Fri Nov 18, 2016 9:47 am
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103215

Ah yep, sorry should have clarified - I just want the dig effect for monster attacks.
by guo
Thu Nov 17, 2016 9:49 pm
Forum: Q&A Discussion
Topic: Question about "one use only" NPCs
Replies: 6
Views: 1169

"Suppress OCD" more things need this feature.
by guo
Thu Nov 17, 2016 11:10 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64204

Love the menu!
by guo
Thu Nov 17, 2016 11:05 am
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103215

I think my idea would work to fake a DIG effect. I'll try it out tomorrow and post results.
by guo
Thu Nov 17, 2016 11:04 am
Forum: Q&A Discussion
Topic: Question about "one use only" NPCs
Replies: 6
Views: 1169

When custom hits the hard limit, it loops back and searches for unused gaps in the sequence automatically Phew! Thanks. Even though I don't currently use onetime tags, that's reassuring. My OCD would go bonkers if I skipped over tags like that. Yea, the first time I noticed it I was like "WHAT...
by guo
Wed Nov 16, 2016 10:18 pm
Forum: Q&A Discussion
Topic: Question about "one use only" NPCs
Replies: 6
Views: 1169

Question about "one use only" NPCs

Hi, Every time you set a "one use only" npc it's given a "onetime x" tag. I've noticed that x increments by 1 (obviously) to give one use only npcs a unique identifier, but this seems to increment even if the previous number isn't being used anymore. For example, if I just sit on...
by guo
Tue Nov 15, 2016 9:45 pm
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103215

Would the submerge/emerge effect be easy enough to fake with transmogrification? Like this: *Creature hits itself with "dig" attack, transmogrifying it to an invisible enemy (either untargetable or with ridiculous high evasion/defence) *Invisible enemy only knows the emerge attack - an ani...
by guo
Mon Nov 14, 2016 7:26 am
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103215

Attack animations functionally exactly like jump/land but for digging! Eg: submerge and emerge.