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Problems with the HP Liimit
Posted: Tue May 13, 2014 2:37 am
by trevorh7441
While working on the rpg my group is producing, we have encountered a problem with the hp limit. Due to the length entended for the game, we decided to have a larger HP cap for more flexibility with statistical progression, but due to the enemy health cap at 32767, we couldn't get to the desired HP cap (a little less than 50 times that much actually). We were wondering if there was a way to script around it or would it have to be changed within the program itself.
If the program has to be changed in order to do so, may you include it within the next update?
Posted: Tue May 13, 2014 2:42 am
by Fenrir-Lunaris
I can't remember if it has or not, but expanding the statistical caps for various things has been on the back-burner for quite some time.
What you COULD do as a workaround is to have the enemy spawn a new enemy on death. This way it'd be like expanding the fight, AND you could even have the enemy have different/more powerful attacks than before.
Posted: Tue May 13, 2014 2:46 am
by trevorh7441
That could work, but that would be a lot of multiples of the same creature crowding the enemy directory, ultimately ending with around 50 of the final boss in the directory, 10 of another, etc. etc. It is a start though. Thanks for the idea.
Posted: Tue May 13, 2014 2:53 am
by Spoonweaver
Show us screenshots of your game
Posted: Tue May 13, 2014 2:57 am
by Master K
50 times
32767
Sweet jesus that's a lot of HP to be working with.
Posted: Tue May 13, 2014 3:00 am
by Spoonweaver
Well, I understand wanting to do a huge chain of quad 9's to bosses Final Fantasy style.
However, complaining about only needing to make a large amount of monsters does worry me a bit about the quality of the game.
Posted: Tue May 13, 2014 3:46 am
by TMC
Spoonweaver wrote:However, complaining about only needing to make a large amount of monsters does worry me a bit about the quality of the game.
Not me; it's a perfectly valid complaint and all that spawning is a pain.
I seem to remember that just a couple week ago I claimed I would try to work on some "RPG centric" feature requests for the next release. And there have been a lot of complaints about hero and enemy stat caps over the years. So, maybe...
Also, hi, welcome!
Posted: Tue May 13, 2014 3:57 am
by Feenicks
If you really don't want to deal with 49 copies of your final boss, you could always just give all the hero attacks some dummy element and have the final boss only take 2% damage from said element.
Sure, you wouldn't be having gigantic numbers, but at least you wouldn't need to deal with transmogrification.