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Metal Slime
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a few questions, and an announcement for "fans". 
 PostSat Oct 08, 2011 9:47 pm
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first off, i'd like to announce that i am picking up working on Final Dragon Legacy where i left off about 6 months ago. there will be a variety of changes including some reworked dialogue, balancing, enemies, bugfixes, etc. by the time i release the next demo, the next few areas will be finished, including the ship graveyard sidequest, and players will be able to sail in shallowish water using their magical folding kayak *cough FF3 ripoff cough*.

anywho, on to the questions:

1. i can't seem to remember where to download the OHR backends. i redownloaded the OHR on my laptop, but it's a bit crashy. where is the music_native download again?

2. how do i make a script that recognizes that the player has certain items in their inventory? the script i'm using now does recognize that the player has the items, but runs the script amd removes the items, then gives the reward regardless of whether the player agrees to give them. it just doesn't work as it's planned.

3. what happened to the enemy's "alone" behavior? before, if an enemy was unable to use the attacks in the alone section (such as not having MP available to use them), it would revert to "normal." now they just don't attack, instead of using their normal attacks. i was using this to force enemies to use a certain attack first, then attack with their other attacks. was there a change in attack behavior at some point?
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Metal Slime
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 PostMon Oct 10, 2011 3:41 pm
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1. Have no idea what music_native is. Have you tried the ohr wiki?

2. Sounds like you need to use a text box with choice enabled, and check the yes/no tag with an if statement.

3. Not sure about the current attack behavior.

Maybe try an invisible enemy with super-fast speed who sets the visible enemy's speed to 0, performs the initial attack as if it were the visible enemy, set the speed back to normal, and then kill itself.
Metal Slime
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 PostTue Oct 11, 2011 12:41 am
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charbile wrote:
1. Have no idea what music_native is. Have you tried the ohr wiki?

2. Sounds like you need to use a text box with choice enabled, and check the yes/no tag with an if statement.

3. Not sure about the current attack behavior.

Maybe try an invisible enemy with super-fast speed who sets the visible enemy's speed to 0, performs the initial attack as if it were the visible enemy, set the speed back to normal, and then kill itself.


1. i thought that i remembered there being a link to the backends in the ohr wiki, but i can't seem to find it anymore.

2. this could work, although i already have a script for it, so i should just modify it to include the "if" statement.

3. this could work as well. actually, i should have done this in the first place, but the event was created awhile ago and worked fine, so i had no reason to change it.

anyway, thanks a lot. this solves my problems.
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Metal King Slime
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 PostTue Oct 11, 2011 2:58 pm
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1. Available from the "Nightly OHRRPGCE alternate backends, Linux binaries, other utilities" link on the Downloads page. Direct link:
http://hamsterrepublic.com/ohrrpgce/nightly/
(Note that alternative backend versions of stable releases are not made available. You can sometimes get a close approximation by downloading an old nightly from the nightly archives, but this won't work for bugfix rereleases, eg Ypsiliform+)

2. Use the inventory command.

3. I just tested this, and couldn't reproduce the bug: my enemy fell back to normal attacks regardless of whether it was set to MP idiot.
Liquid Metal King Slime
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Re: a few questions, and an announcement for "fans" 
 PostTue Oct 11, 2011 3:45 pm
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mjohnson092088 wrote:
3. what happened to the enemy's "alone" behavior? before, if an enemy was unable to use the attacks in the alone section (such as not having MP available to use them), it would revert to "normal." now they just don't attack, instead of using their normal attacks. i was using this to force enemies to use a certain attack first, then attack with their other attacks. was there a change in attack behavior at some point?


This sounds like a bug that was present briefly way back in the nightlies halfway between Xocolatl and Ypsiliform, but if it is happening with a newer version, then maybe it is some new bug?

Can you provide a test-case for this?
Metal Slime
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 PostTue Oct 11, 2011 6:56 pm
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@TMC: i am using the inventory command. the items aren't the problem. it's kinda hard to explain, but i think i already have the solution.

@james: i'll retest it with the backend. which is the one that fixes the music bug that causes the OHR to crash on Windows when the music loops back over? sdl-native?
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Metal King Slime
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 PostTue Oct 11, 2011 7:39 pm
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music_sdl is the one that crashes on loop, so either music_native or music_native2 will avoid that. However, these both have even worse bugs! I can't ever remember which one is the less buggy. You can try looking over the bugs for these two on bugzilla
Liquid Metal King Slime
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 PostTue Oct 11, 2011 7:39 pm
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mjohnson092088 wrote:
@TMC: i am using the inventory command. the items aren't the problem. it's kinda hard to explain, but i think i already have the solution.

@james: i'll retest it with the backend. which is the one that fixes the music bug that causes the OHR to crash on Windows when the music loops back over? sdl-native?


You are thinking of either http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=722 or http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=797 (which are probably actually the same bug) Both problems are specific to music_sdl, so hopefully you can avoid them by using music_native.

...although music_native may suffer from http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=450 and http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=867
Metal Slime
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 PostTue Mar 13, 2012 3:29 am
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finally, after over a year of collecting dust, i've updated FDL. the story doesn't progress much further, but many elements of the game have changed greatly. some of the graphics are the most obvious changes, along with boatloads of rebalancing.

if you plan on playing a saved file, be aware that i've changed the accuracy bonus for bow weapons. a character equipped with a bow in a saved game may suffer having NEGATIVE accuracy when unequipping the bow. it may be a better idea just to start a new game anyway.

EDIT: forgot to add the npc's that allow you to access the next boss and areas. done. i didn't test this yet, so i'm assuming everything works. i'm tired and i don't feel like testing the boss battle tonight.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
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