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 PostTue May 25, 2010 11:10 pm
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Quote:
I am baffled by the request for a player-override for that.

I am baffled by the request for a plotscript override for that.
The request to plotscript override is just to be able to turn the bitset on and off, that way we can make it an option in the menu ourselves.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
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 PostTue May 25, 2010 11:36 pm
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Newbie Newtype wrote:
Quote:
I am baffled by the request for a player-override for that.

I am baffled by the request for a plotscript override for that.
The request to plotscript override is just to be able to turn the bitset on and off, that way we can make it an option in the menu ourselves.


Well, there is no reason I can't add that later when battle scripting is actually possible.

Doing now would vastly complicate the feature, because there is currently no system for write-access to attack data, and adding one prematurely would add (more) backwards compatibility headaches when battlescripting comes.
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 PostWed May 26, 2010 12:05 am
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Huh? How does it relate to battlescripting? I'm just asking for a plotscripting command that would turn a general bitset (assuming pressing enter on battle messages is triggered by a general bitset) on/off.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
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 PostWed May 26, 2010 12:10 am
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Newbie Newtype wrote:
Huh? How does it relate to battlescripting? I'm just asking for a plotscripting command that would turn a general bitset (assuming pressing enter on battle messages is triggered by a general bitset) on/off.


Okay, I see how that would not require write access to attacks, but I wasn't planning on making this feature global. it would just be for whatever specific attacks the author thinks need keypresses.

But I am starting to see your point. Being able to override this globally is a reasonable thing to want to do, just like active/wait battle mode choices.

You have convinced me. Don't worry :)
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 PostWed May 26, 2010 12:10 am
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Awesome!
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
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 PostWed May 26, 2010 12:54 am
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To Sh4dows:
If you look under the bug filed at Bugzilla, you will see that I also expressed some ideas about a 'delay after attack' option, and Mr. Paige mentioned the idea of captions being displayed x ticks after animation.
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 PostWed May 26, 2010 1:23 am
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msw188 wrote:
To Sh4dows:
If you look under the bug filed at Bugzilla, you will see that I also expressed some ideas about a 'delay after attack' option, and Mr. Paige mentioned the idea of captions being displayed x ticks after animation.

Oh, didn't really read bug you filed. :/
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 PostWed May 26, 2010 10:49 pm
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Turn based would really change the battle engine all together (for the better). I mean all the problems of the OHR battle engine seem to stem from it being RTB. Ideally I'd love to be able to just have "3. heroes pick their actions, enemies secretly pick their actions 2. actions play out. 3. repeat".

I don't know when or why RTB became so ingrained as "what you do" in rpgs, I was trying to explain the feature of turn-based battles to TMC and he didn't seem to know what I meant.

Pausing during captions doesn't really do anything but PAUSE. I suppose it could come in handy for doing something *very specific* with it in mind but used normally as the way things are now, it will amount to spamming the ENTER key a lot, probably messing up a few turns.
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 PostWed May 26, 2010 10:58 pm
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Just plotscript your own battles. These suggestions are for improving FF4 style battles.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
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 PostWed May 26, 2010 10:59 pm
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Shizuma wrote:
Turn based would really change the battle engine all together (for the better). I mean all the problems of the OHR battle engine seem to stem from it being RTB. Ideally I'd love to be able to just have "3. heroes pick their actions, enemies secretly pick their actions 2. actions play out. 3. repeat".


You might be interested in Do You Want to be a Hero?, which has turn-based battles.
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 PostWed May 26, 2010 11:03 pm
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I forgot about that. That's pretty much what you want.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
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 PostThu May 27, 2010 12:50 am
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I don't want to be concerned with plot scripting my own battle engine though. My point is couldn't a alternative battle engine be put in?

The way the battle engine works now, the kind of things it does would translate just fine into turns, you just got to think about it, get into the paradigm of turn based battles:
- Speed determines the order of which attacks occur.
- Delays just make them occur later.
- 0 Delay may mean they will try and occur first regardless of speed.
- Poison or regen would occur once per turn.
- Chains would play out right then within the turn.

Not so difficult is it? At least I don't think so.
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