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Red Slime
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Newcomer Needs Help 
 PostFri Feb 10, 2012 1:43 pm
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Hey! I'm new to both these forums and at game making in general. =D

I have two game projects in the works, one far simpler than the other. The simpler one's name is "EyeSaver" and the more complex one is "Ordeal Paradise"; it'll be easier to refer to either the next time I mention either in this tread.

I'm still trying to learn how to use plotscripts, but I never could find anything about regenerating overtime as a perk for a character rather than a skill/spell. Can anyone help me with what scripts I need to pull that off?

About a month ago in the OHRRPGCE, while seeing how everything worked, like animations, textbox, and the speed the OHRRPGCE runs. There was two things I am also curious about at the moment. Somehow the testing enemy was using attacks that were not asigned to it the last time I made a testing build. How can I get it to stop doing that? The other thing is: Is there anyway way to speed up the OHRRPGCE battle when it comes to striking multiple times? The enemy NPCs were comboing like half a second per hit, while the heroes took threes as long inbetween thier combo, and I find it abit unsettleing in terms of pacing.

I got other things to ask about but I don't want to overload any post with more than 3 questions.

I may have littered this post with many typos. I haven't been to sleep when I wrote this.

Thanks =D
King Slime
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 PostFri Feb 10, 2012 2:36 pm
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Hello and welcome Rii to Slime Salad and the OHR Engine!

Regeneration over time is quite possible. I remember that there was one game that had the hero being drained of 1 HP every step, so the inverse seems plausible. I would assume you would use the set hero stat command, and set it to increase HP by one point for the heroes current health. Then, you would assign this script to the each step command for every map of your game.

I'm sorry if this confuses you, because I've never really tried something like this.
Metal Slime
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 PostFri Feb 10, 2012 3:15 pm
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You can speed up attacks a bit by setting the attack's Animation Type to "Null". Part of why a combo can be slow is that the game's waiting for the animation to play out in between each hit. If you set the animation type to Null, it'll skip the animation and make the attack happen faster.

Of course, if you still want attack animations, you can give one to the first attack in a combo and have it chain to other attacks that don't have animations.

EDIT: MasterK's suggestion will work for regeneration out of battle. You can't really use plotscripting inside of battle though. One way I can think of do this is to have an invisible enemy that uses a Regen attack on the party at the start of each battle. Give the regen attack a "Regen" elemental, and set most of the heroes to take 0% damage from "Regen" elementals by default. When you have a hero that you actually want to regenerate, let him take 100% damage from the Regen attack, either by default or by giving him some equipment that changes his elemental resistances.
Red Slime
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 PostFri Feb 10, 2012 5:46 pm
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Master K wrote:
Hello and welcome Rii to Slime Salad and the OHR Engine!

Regeneration over time is quite possible. I remember that there was one game that had the hero being drained of 1 HP every step, so the inverse seems plausible. I would assume you would use the set hero stat command, and set it to increase HP by one point for the heroes current health. Then, you would assign this script to the each step command for every map of your game.

I'm sorry if this confuses you, because I've never really tried something like this.


Not at all, actually this is a great idea. Recovering the longer you travel and stay out of battle would be a great element to add to a game, and I originally intended the characters' SP regenerates over time, and leave the HP recover to the healing items/skills and inn.
Thanks Grin

RMSephy wrote:
You can speed up attacks a bit by setting the attack's Animation Type to "Null". Part of why a combo can be slow is that the game's waiting for the animation to play out in between each hit. If you set the animation type to Null, it'll skip the animation and make the attack happen faster.

Of course, if you still want attack animations, you can give one to the first attack in a combo and have it chain to other attacks that don't have animations.

EDIT: MasterK's suggestion will work for regeneration out of battle. You can't really use plotscripting inside of battle though. One way I can think of do this is to have an invisible enemy that uses a Regen attack on the party at the start of each battle. Give the regen attack a "Regen" elemental, and set most of the heroes to take 0% damage from "Regen" elementals by default. When you have a hero that you actually want to regenerate, let him take 100% damage from the Regen attack, either by default or by giving him some equipment that changes his elemental resistances.


@animation: Sounds like it'll work, and I can do without the combo animation to some degree. Shame I can't test it right away. :C

@Regen: That's quite a nifty trick, perfect for HP recovery but it doesn't seem so much for SP like I wanted. That kind of sucks that plotscripting can't be used in battle; it's super having alternate means! xD

Thanks Grin
Slime Knight
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 PostFri Feb 10, 2012 6:23 pm
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Welcome, Rii! I mean, for SP you can really do something pretty similar to RMsephy's idea. Just have it naturally use an attack that restores your SP and set it to infinite speed with a delay in between the "attacks" to create a regen rate, then have it have an attack set to "when alone" AI function that kills itself so it dies with the rest of the group.
You can't fix stupidity.
Slime Knight
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 PostFri Feb 10, 2012 9:44 pm
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OR! You could plotscript an entirely new battle system around this limitation, like I am wont to do when I run into obstacles. Protip: reinventing the wheel is crappy.

This is why I don't complete any of my projects.

PS Welcome to the OHR and Slime Salad! I'm sort of a newcomer too Grin
Metal King Slime
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 PostSat Feb 11, 2012 3:08 am
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Hello!

ncw64 wrote:
Welcome, Rii! I mean, for SP you can really do something pretty similar to RMsephy's idea. Just have it naturally use an attack that restores your SP and set it to infinite speed with a delay in between the "attacks" to create a regen rate, then have it have an attack set to "when alone" AI function that kills itself so it dies with the rest of the group.


No need to have it kill itself. Just set the "Win battle even if alive" enemy bitset instead.

Quote:
Somehow the testing enemy was using attacks that were not asigned to it the last time I made a testing build.


Are you sure that the mysterious attack wasn't set to chain from some other? And that it wasn't set as a counterattack? If you can't find any reason for it, it might be an engine bug. If you can create a testcase for it, then we'll be happy to look at it.
Red Slime
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 PostSat Feb 11, 2012 4:41 am
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@TheCube: Always that, but I rather not.

@Ncw64 and TMC about the regen npc: But I'd rather it gone right off the bat instead of having players wonder why is their speed gauge mysteriously stopping for abit anytime the regen skill is used beyond the first each battle every while. I could set the Npc to counter being effected by it thus it'll kill itself immediately after the first cast.

@TMC about glitch: I'm sure. I've checked all the attacks, made them say the attacks' names, removed all combos, gave them seperate animations, and assigned the same simple strike to all slots of that enemy. Somehow they still popped the fire attacks like candy. I thought it was a glitch from the Nightly Build and the test mode inside of the creator. Just ot be safe before I installed the Nightly build, I duplicated the game file so at least I could go back to the more stable version if the nightly build was too glitchy. After that attack glitch presisted I decided to uninstall the Nightly build and re install the regular OHRRPGCE, and ironicly the glitch was in that file too. I created a new enemy to see if it was just that one, but it too did the fire attacks it does not have. So I exported all of the graphics and deleted the game file. I'm worried if that'll happen again since it can be really game breaking. :C

Currently I'm sticking with the regular build, for some reason the anti virus keeps flaging when I try to install the Nightly Build again

EDIT: scratch that now I'm using the Nightly Build
Metal King Slime
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 PostSat Feb 11, 2012 8:18 am
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Oh! Do you still have a copy of the game? I would be grateful if you could email it to me (or attach it to a new bug report on the mailing list) so that I can have a look. We'll certain try to fix any game breaking bugs immediately.

It's true that the testing mode in the nightlies isn't complete yet: enemy data won't refresh without quitting and relaunching the game. I'm not aware of any bugs caused by it, though.

Also, what did your anti virus program say? Which program is it and what did it think it identified?
Red Slime
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 PostSat Feb 11, 2012 11:29 am
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As much as I want to, I can't. I deleted both copies of the game, and to top that off, my laptop containing the files is now dead. :C
Having read the notes about the Nightly build, I ran the game in the game.exe rather than the test mode in the creator in hopes it was just the test mode, ironicly the same problem occured.

As for the anti virus thing. The McAfee OAS kept flaring at the range 35-40% and deleting .tmp files such as is-V3B4N.tmp, is-GRL63.tmp, and is-DJ3GE.tmp whenever I download the .exe file and select Run rather than save from the hamster republic site. Everytime it deleted a ".tmp" file, the installation got halted becasue it deleted an essential file for the installation. I thought about turning it off, but what if that is a real virus, so I went with being safer than sorry and aborted the install each time it happened. This started happening when I decide to upgrade the engine on my new laptop a week ago.

Shortly before that edit on my previous post I finally decided to install the nightly build using the zip folder instead.

@RMSephy: Setting the animation type to null on the attacks worked! Grin
Metal King Slime
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 PostSun Feb 12, 2012 6:05 am
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I'm really amazed at how frequently delete their games when they run into bugs. Unless data has gone missing or corrupt, it probably wouldn't be much work for us to fix or workaround any damage to an RPG that was causing a problem.

I tried looking at the installer, and ran it in a VM, but I couldn't conclude much because I don't have a virus scanner.
Red Slime
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 PostSun Feb 12, 2012 9:09 am
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I'm really sorry about that. :C

I sure hope it was just messed up data in the file itself.
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