Zenzizenzic release candidate[6] TESTING TIME!

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TMC
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Post by TMC »

Mogri wrote:I'm ready to enter the Hamsterspeak Obfuscation Contest
Whoa...
It's too bad I fixed so many bugs in HSpeak's lexing and parsing in the last 5 years. (Mostly last year)
Because .txt is usually used for non-plotscript files, the file browser does not display the .txt files, it only displays the .hss files
I nearly allowed importing .txt, but removed it because there wasn't enough screen space for "(.hss/.txt/.hs)". Well, mostly because I dislike the use of .txt instead of .hss, and I was hoping to encourage people to switch to .hss :) So much easier to identify and extract scripts from .zip files that way! Maybe I should reconsider. If we don't add .txt, you can always create a one-line hss file: "include, myscripts.txt"

Hopefully we will have some HamsterWhisper-Custom/-Game integration in the future. Eg. spawning HW to highlight the statement which has generated a script error (that's done except for the spawning HW part)
Last edited by TMC on Fri May 06, 2011 4:14 am, edited 1 time in total.
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Fenrir-Lunaris
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Post by Fenrir-Lunaris »

Is there a way to force the engine to display elemental weakness/resist/absorb the way it used to without indicating percentage numbers? Vikings and Sword of Jade's status screens now look absolutely wonky with this new percentage silliness. :o
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Post by RMZ »

I second Fenrir's motion. Ha.
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TMC
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Post by TMC »

I'm glad someone FINALLY complained about the new elements system. But still no complaints about turning enemy types into elements, odd...

I'm not sure about that. How about this:
Make Game use for old games the strong/weak/absorb strings which don't include the actual percentages. But if the hero absorbs an element you will now get just "Absorbs $E", "Weak to $E" and "Strong to $E" won't be printed. Likewise, being both weak and strong to an element (24% damage) prints just "Strong to $E".
Not printing both weak and strong to an element is more like a feature than a bug. Would that be alright, or worse than current?

Wait, what?

Image

Oh I see, I forgot to update the old .SAV loading code to load default elemental resists for heroes when I did the same for .RSAV. Now I'm not sure that nothing else was forgotten. I haven't been testing whether old SAV files still work, and we forgot to request testing. Anyone willing to do some extra last minute testing (today) of .SAV files would be much appreciated.
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FnrrfYgmSchnish
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Post by FnrrfYgmSchnish »

Is there a way to force the engine to display elemental weakness/resist/absorb the way it used to without indicating percentage numbers?
In games that are still being worked on, this is easy to fix.

Just go into the global text strings and change the weakness/resistance strings from "$D damage from $E"/"Absorbs $A damage from $E" to "Weak to $E"/"Resists $E"/"Absorbs $E" or something along those lines. As long as $D/$A is gone, you won't see any percentages.

For older games that are unlikely to be updated just to change how weaknesses/resistances are worded... yeah, it might be useful to have the percentages turned off by default if the game's own strings don't use them.
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Post by msw188 »

Haha, this will sound silly, but I actually considered asking for the option to pick what elemental messages get shown on the status screen, but since the request has been there for stats for quite a while, I figured it wasn't an easy thing to do and I didn't want to sound negative about the new system, which I still think is one of the greatest upgrades to the battle system yet, only to be contested by the expanded chaining options.

That said, it did take me a while to start understanding the new enemy type setup. Or more accurately, to get used to not having enemy types. There was a nice balance between elements vs enemy types before. Elements were something understood to be inherent to attacks, while enemy types were inherent to enemies. 'Defining' an enemy as "flying" by having him take high percentage damage to "flying-killer" attacks seems a rather backwards way of thinking about it, especially for failure conditions (fail against enemies that are weak to "flying-killer" attacks, because if they were weak to that, they must have been flying!).

However, I've gotten around this by just having elements called "fail against flying" and "fail against boss" etc. Then the attack option makes sense in the failure conditions (fail when "fail against flying" damage is <1%) and the enemy option makes 'some' kind of sense (take 0% damage from "fail against flying" attacks).

And I should note - this IS better than before, if only because heroes can now take advantage of the setup!

Anyways, while I'm ranting about this, what is the setup for "% of current/max" attacks? If I want an attack to normally set the target's speed to 25% of the max, but bosses are 50% immune so it will only cut down to 62.5% of the max, how should I go about this?
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Post by TMC »

Yes, bits to hide elements from the status screen will go in eventually. I would have added them, but thought that it might be best to put them in a new data lump.

I regret unifying elementals and enemy types now. While discussing it, I figured that unification meant less options and simplification of attack damage calculation and fail conditions. Also, I was working on the assumption that we'll some kind of shortcut "named element set". For example, you might want every water elemental enemy in your game to take -30% damage from Water1, -50% from Water2, -90% from Water3, 40% from Fire1, etc, you create an elemental set named "Water Enemy". This was Rya's suggestion. And you could create one named "Plant Type" for 200% from plant-killer. But it only solves the problem slightly...
Anyways, while I'm ranting about this, what is the setup for "% of current/max" attacks? If I want an attack to normally set the target's speed to 25% of the max, but bosses are 50% immune so it will only cut down to 62.5% of the max, how should I go about this?
Better not ask me, I wouldn't know. This is <a href="http://rpg.hamsterrepublic.com/bugzilla ... d=134">bug 134</a> of course.
Last edited by TMC on Fri May 06, 2011 7:12 pm, edited 1 time in total.
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Post by Bob the Hamster »

msw188 wrote:Anyways, while I'm ranting about this, what is the setup for "% of current/max" attacks? If I want an attack to normally set the target's speed to 25% of the max, but bosses are 50% immune so it will only cut down to 62.5% of the max, how should I go about this?
If you are setting the target's stat to a % then all elemental strengths and resistances are utterly ignored.

If you have turned on the bitset that causes percentage attacks to damage instead of set, then elemental strengths and weaknesses are indeed applied.

To get the effect you want, you should make an attack that does 75% damage to speed.

EDIT: I should clarify that I have not tested this on any of my own attacks... I am just pretty sure it works this way. if I am wrong, please correct me!

In the future I hope to clean up the attack editor interface a little bit to try and make % setting and % damage less confusing to set up.
Last edited by Bob the Hamster on Fri May 06, 2011 7:35 pm, edited 1 time in total.
TMC
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Post by TMC »

Correcting James: "do % damage" attacks ignore elemental resists.

I should clarify that I have not tested this, I'm just reading the source. If I'm wrong, please point out that I can not be trusted to write code :)
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