OHRRPGCE feature requests/suggestions
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- Bob the Hamster
- Lord of the Slimes
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- Nathan Karr
- Liquid Metal Slime
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For the hero stat screen: Press the Use key when viewing the hero.guo wrote:I think this has already been asked but I'd love to see elemental resistances on the hero stat screen, or when previewing equipment.
For previewing equipment: That's a good idea but it could look very cumbersome since you can have a lot of elements being messed with at once.
Last edited by Nathan Karr on Wed Jul 03, 2019 6:56 am, edited 2 times in total.
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- Spoonweaver
- Liquid Metal King Slime
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Not a request. Felt the need to say thanks.
I love using the full screen mode when looking through sprites, or editing maps, it's really helped out a lot.
I love using the full screen mode when looking through sprites, or editing maps, it's really helped out a lot.
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Last edited by Spoonweaver on Fri Jul 19, 2019 2:43 am, edited 1 time in total.
NPC names will be very useful! For example annotating NPCs in the map editor, NPC ID constants in scripts, referring to the same (or equivalent) NPC on different maps without needing to be the same NPC ID, embedding NPC names in textboxes.
I already have a git branch for that, it's about half done. Haven't touched it since last year.
-Stat bonuses (and elemental resists) that change based on which slot you equip it in (e.g. main vs off hand), who equips it, what tags are set, or any combination
-Setting a tag when a particular hero equips something, or it's equipped in a particular slot
-A two-handed sword that prevents you from wielding a shield in your off-hand
-...A barbarian character that can wield a two-handed sword in one hand
-A sword that gives better stat bonuses when you're not also holding something in your off-hand
Not mentioned in the plan but related is letting you control how many copies of each equip slot each hero has
-E.g. an octopus could equip 4 pairs of gloves (actually, I don't think octopuses can do that)
Problem is, that Plan seems too complex to be user friendly. I think the examples I listed show that the complexity of multiple "equipment definitions" per item is worth the utility, but I need your help to improve it!
I wrote a long reply about it in this thread before, see here. James' response. He doesn't seem convinced.
But recently someone on discord suggested letting you hide elemental resists just like you can hide stats, which is a great idea.
As for a map editor mode to view everything at once: it's a very good idea. I often find it annoying that you can't see NPCs except in NPC placement mode, since they're often part of the scenery. Requires some code cleanup.
Spoonweaver: pleased to hear it!
I already have a git branch for that, it's about half done. Haven't touched it since last year.
I think that this would be a very useful feature, which is why I wrote (most of) this Plan for improved items, which allows not just that but other interesting variantions such as:guo wrote:Can we have custom "equipability" for items?
Eg hero 1 can equip dagger as weapon or accessory, but hero 2 can only have it equippable as weapon.
-Stat bonuses (and elemental resists) that change based on which slot you equip it in (e.g. main vs off hand), who equips it, what tags are set, or any combination
-Setting a tag when a particular hero equips something, or it's equipped in a particular slot
-A two-handed sword that prevents you from wielding a shield in your off-hand
-...A barbarian character that can wield a two-handed sword in one hand
-A sword that gives better stat bonuses when you're not also holding something in your off-hand
Not mentioned in the plan but related is letting you control how many copies of each equip slot each hero has
-E.g. an octopus could equip 4 pairs of gloves (actually, I don't think octopuses can do that)
Problem is, that Plan seems too complex to be user friendly. I think the examples I listed show that the complexity of multiple "equipment definitions" per item is worth the utility, but I need your help to improve it!
I wrote a long reply about it in this thread before, see here. James' response. He doesn't seem convinced.
Yes, this is often why stuff like this doesn't happen: it could easily be a huge amount information to display, so how should we do it? Put a huge ugly box on a screen to hold a potentially long list of elemental resist info?Nathan Karr wrote:For previewing equipment: That's a good idea but it could look very cumbersome since you can have a lot of elements being messed with at once.
But recently someone on discord suggested letting you hide elemental resists just like you can hide stats, which is a great idea.
As for a map editor mode to view everything at once: it's a very good idea. I often find it annoying that you can't see NPCs except in NPC placement mode, since they're often part of the scenery. Requires some code cleanup.
Spoonweaver: pleased to hear it!
- Bob the Hamster
- Lord of the Slimes
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I re-read, and I am fine with the plan as long as there is a default set of stat bonuses, and using per-slot stat bonuses is an optional override.TMC wrote: I wrote a long reply about it in this thread before, see here. James' response. He doesn't seem convinced.
I think the plan is good, and I like the features it provides.
Minor thing, and possibly even a bug fix as opposed to a feature request.
Context: In my game, I have a 'mama slime' boss. Whenever you strike it with a non-elemental attack, it is set to spawn a standard 'Slime' enemy that 'breaks off' due to the attack. It then has an attack it can potentially use when not alone that effectively sucks up all small slimes and heals the boss (in other words, deals damage to all other slimes equal to their HP, and absorbs that damage to heal). Tactically speaking, the idea is to be managing the amount of slimes you're spawning by having some party members killing them off so the boss doesn't undo all the damage you're inflicting.
The problem: The spawning on non-elemental hit works great, except that it's still spawning slimes even when a character misses, which is frustrating, and I've found no way to change that. I don't know if that'd be considered a bug, or whether the feature exists and I just missed it; otherwise, I'd like to request a bitset to "Do not spawn from missed attacks".
Also, minor other thing, when the boss does a spread attack and absorbs the damage, it only visually shows the healing from one of the multiple hits (as far as I know, it does heal for the full amount). Preferably, it should show the total absorb.
Example: It hits 3 targets for 12, 13, and 14, and absorbs the damage as healing. It will heal for 39, but shows "+14".
Context: In my game, I have a 'mama slime' boss. Whenever you strike it with a non-elemental attack, it is set to spawn a standard 'Slime' enemy that 'breaks off' due to the attack. It then has an attack it can potentially use when not alone that effectively sucks up all small slimes and heals the boss (in other words, deals damage to all other slimes equal to their HP, and absorbs that damage to heal). Tactically speaking, the idea is to be managing the amount of slimes you're spawning by having some party members killing them off so the boss doesn't undo all the damage you're inflicting.
The problem: The spawning on non-elemental hit works great, except that it's still spawning slimes even when a character misses, which is frustrating, and I've found no way to change that. I don't know if that'd be considered a bug, or whether the feature exists and I just missed it; otherwise, I'd like to request a bitset to "Do not spawn from missed attacks".
Also, minor other thing, when the boss does a spread attack and absorbs the damage, it only visually shows the healing from one of the multiple hits (as far as I know, it does heal for the full amount). Preferably, it should show the total absorb.
Example: It hits 3 targets for 12, 13, and 14, and absorbs the damage as healing. It will heal for 39, but shows "+14".
Recently I added "Attack option to control whether counterattacks are triggered on a hit, miss or fail, with a global default in Battle System Options menu".
I ought to have also added an option to control spawning in the same way. And half the work is already done. I would just add that immediately except there are dozens of other things to be done immediately.
The bug where absorb spread damage isn't displayed correctly was filed as bug 2040, but it's not entirely trivial to fix. I do hope that gets fixed soon too.
I ought to have also added an option to control spawning in the same way. And half the work is already done. I would just add that immediately except there are dozens of other things to be done immediately.
The bug where absorb spread damage isn't displayed correctly was filed as bug 2040, but it's not entirely trivial to fix. I do hope that gets fixed soon too.
Last edited by TMC on Sat Aug 03, 2019 1:11 am, edited 1 time in total.