Single Player RPGs and Equipment, HOW MAEK WORK
Post #1
Sacrieur
Jul 26 2011, 9:00 pm
Post #2
Dem0n
Jul 26 2011, 9:03 pm
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:awesome:
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I don't see how the armor thing would work. What if, let's say, the hp of the player's unit is 200/3000 at level 1. He gets attacked an enemy and then has 180/3000. What if he finds armor and equips it at that hp instead of the full 100% for that level? You can't really increase their hp accordingly without basically healing them back to 100%.
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Post #4
Sacrieur
Jul 26 2011, 9:05 pm
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Don't forget this is a single player map, so EUD detection of HP, or scarab detection, is an option. It's true, this can be used, but multiple attacks can override the shields and cause more damage than was required at first. That could be used as interesting side-effect though. ![]() ![]() ![]() ![]() ![]() ![]() × ÷ ± · ∫ ƒ | ⅛ ¼ ⅓ ⅜ ½ ⅝ ⅔ ¾ ⅞ | π φ ∞ | ≡ ≈ ≥ ≤ ∴ ¬ ∩ Ø | √ ª ⁿ º ¹ ² ³ | ✓ ✗ | א
α β Γγ ∆∂ ε ζ η Θθ Ιι κ Λλ μ Ξξ Π ρ Σσς τ υ Φ Ψψ Ωω |
Post #5
CecilSunkure
Jul 26 2011, 9:15 pm
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Have you considered spawning enemies with different HP values? For example you can rig a DC equipment system to handle virtual equipping/unequipping, and then spawn enemies with varying HP values depending on your weapon. You can also use a design workaround in an RPG without the use of equippable weapons having to directly affect the armor/attack upgrades. For example in my RPG you can equip weapons, but they just kill other units with the use of wraith shots, reavers, etc. I also have very rare "Augments" that give you a mineral to upgrade armor or attack, but those are not commonly equipped like weapons are.
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Post #6
FoxWolf1
Jul 26 2011, 9:21 pm
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154
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I assume this system is intended for a map with real-time combat, since turn-based combat systems have a wide variety of options available for increasing the amount of damage done. That being the case, how, exactly, do you plan to implement reduction and re-increasing of enemy HP when equipment changes are made or buffs/debuffs are applied? If you do it using a "Set HP" action, everything will heal every time the hero's damage changes, unless you are keeping track of each and every monster's HP with individual EUD triggers combined with locations (so that the map's triggers will know which HP number, read from memory, corresponds to which monster) and then have additional triggers to calculate what the monster's hit points should be set to from each starting amount and then set that HP amount for the correct monster. If you do it with a direct damage system, the situation gets even worse, since you need to keep track of each monster's HP just to make sure the DDS doesn't blow it away if it's already hurt. And then you're left with the question of how to heal them, if you're not using Set HP, and the player's damage decreases, in a practical, non-gameplay-interrupting, non-unit-type-restricting way...
Most RPGs feature not only a fairly large number of monsters, but also systems that create additional units over the course of the game...meaning the map's EUD triggers won't know what they're looking at, since a created unit can be in different places in the unit node depending on what has and hasn't been created and/or killed. It's simply not practical to use HP detection EUDs on a large scale; yet, without tracking the HP of the monsters, screwy things happen to combat as the player's damage changes. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #7
TiKels
Jul 26 2011, 9:35 pm
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Why would you need a location to keep track of units?
The system sort of implies that you aren't going to be fighting 100 units at any given time, and moreover, i think it would actually be better to have "markers" or "chips" of some sort represent other units until they reach vision range (or just not have them exist at all), that way you can keep better track of what is actually able to fight. In an rpg setting, you could have it end up only dealing with a maximum of like 4-6 units at a time if you do it right. You, of course, would need to be careful about everything you do, though. If i understand my EUDs correctly one could just do "add 237489237" or whatever the number would be to alter the health of the units you'd be fighting. It seems like you're trying to apply this concept to a pre-existing rpg in your mind, something with massive amounts of units (like crash rpg or something). THAT would be a hecktic mess to deal with, yes, but with ample planning and thought this system is a lot more practical than you seem to think. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #8
Sacrieur
Jul 26 2011, 9:51 pm
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From what I know of big RPGs, pre-placing most enemies is simply a bad practice. Any good RPG system I've played with required that the area's units were created after the hero entered the area, and removed after the hero left it.
That's how Elder Scrolls and Zelda get away with such big worlds. ![]() ![]() ![]() ![]() ![]() ![]() × ÷ ± · ∫ ƒ | ⅛ ¼ ⅓ ⅜ ½ ⅝ ⅔ ¾ ⅞ | π φ ∞ | ≡ ≈ ≥ ≤ ∴ ¬ ∩ Ø | √ ª ⁿ º ¹ ² ³ | ✓ ✗ | א
α β Γγ ∆∂ ε ζ η Θθ Ιι κ Λλ μ Ξξ Π ρ Σσς τ υ Φ Ψψ Ωω |
Post #10
CecilSunkure
Jul 26 2011, 11:01 pm
Post #11
Sacrieur
Jul 26 2011, 11:16 pm
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I don't see how the armor thing would work. What if, let's say, the hp of the player's unit is 200/3000 at level 1. He gets attacked an enemy and then has 180/3000. What if he finds armor and equips it at that hp instead of the full 100% for that level? You can't really increase their hp accordingly without basically healing them back to 100%. As mentioned by Tikels, editing HP isn't really all that hard with EUDs. But donning armor should take some time, so you may see the appeal of donning armor outside of battle. ![]() ![]() ![]() ![]() ![]() ![]() × ÷ ± · ∫ ƒ | ⅛ ¼ ⅓ ⅜ ½ ⅝ ⅔ ¾ ⅞ | π φ ∞ | ≡ ≈ ≥ ≤ ∴ ¬ ∩ Ø | √ ª ⁿ º ¹ ² ³ | ✓ ✗ | א
α β Γγ ∆∂ ε ζ η Θθ Ιι κ Λλ μ Ξξ Π ρ Σσς τ υ Φ Ψψ Ωω |
Post #12
FoxWolf1
Jul 26 2011, 11:36 pm
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154
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Yeah, but if you're going to use an enabling mod to allow EUD actions, you could just change the player's unit's weapons with those actions, Innovation Defense-style.
The thing with EUDs to get information about units, or modify information about units, when you don't know "in advance" that much about the unit, is that EUDs apply to a unit not based on where it is on the map, but where it is in Starcraft itself program-ly (rather than geographically). If the units are not preplaced or created in a completely predictable order (which they won't be, since they can die or be caused to spawn at different times in virtually any RPG design), you don't know where in SC's memory you want your EUDs to look or change for them to apply to that particular unit. If the units are pre-placed, and there are relatively few of them, then you can track them with locations to preserve the information of which unit on the map corresponds to which unit in the memory: so, for instance, if an EUD detects that the HP for a particular unit in memory is X, and units are supposed to explode with some sounds (or something) when their HP is that amount, the location that has been tracking that unit since the beginning can then tell the triggers, "Okay, the one the EUD condition detected is this one." Likewise, for an action, you need a way of knowing that this one in the memory is the one that has just triggered the non-EUD condition (such as being close to the player) that causes the EUD action to execute. Either way, we are talking about a major limitation on your map's design... ![]() ![]() ![]() ![]() ![]() ![]() |
Post #13
TiKels
Jul 27 2011, 12:24 am
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the location that has been tracking that unit since the beginning can then tell the triggers, "Okay, the one the EUD condition detected is this one." Likewise, for an action, you need a way of knowing that this one in the memory is the one that has just triggered the non-EUD condition (such as being close to the player) that causes the EUD action to execute. I think this is a cool idea but it's not quite... useful enough for what you'd be required to do. Honestly you'd just be better off changing DAMAGE values (or upgrades) rather than health ;o with eud actions. The only advantage this applies over that is that it'd work better with multiple units controlled by the original player in some cases. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #14
Roy
Jul 27 2011, 12:41 am
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An artist's depiction of an Extended Unit Death
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Or the eud can just detect when the unit loses the HP. You still have not really said why the location is necessary. How would having a location around a unit let you know it's a certain one in the code? ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
Post #15
Sacrieur
Jul 27 2011, 2:45 am
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Or the eud can just detect when the unit loses the HP. You still have not really said why the location is necessary. Oh really? By keeping track of a specific unit from the beginning of the game, you know its EUD address and you have a location that is specific to the unit. When the EUD address is affected in some way, you know that the unit affected is under a specific location, since you've kept track of it for the duration of the map. For example, if Unit X had a location L following it, then when Unit X's health changes, you know that Unit X can be found using location L. We can't simply create the unit on the spot, track it with LID, and then change its memory addresses? I doubt there will be more than one hundred LIDs in use at once. Emmm.. The thing with EUDs to get information about units, or modify information about units, when you don't know "in advance" that much about the unit, is that EUDs apply to a unit not based on where it is on the map, but where it is in Starcraft itself program-ly (rather than geographically). If the units are not preplaced or created in a completely predictable order (which they won't be, since they can die or be caused to spawn at different times in virtually any RPG design), you don't know where in SC's memory you want your EUDs to look or change for them to apply to that particular unit. If the units are pre-placed, and there are relatively few of them, then you can track them with locations to preserve the information of which unit on the map corresponds to which unit in the memory: so, for instance, if an EUD detects that the HP for a particular unit in memory is X, and units are supposed to explode with some sounds (or something) when their HP is that amount, the location that has been tracking that unit since the beginning can then tell the triggers, "Okay, the one the EUD condition detected is this one." Likewise, for an action, you need a way of knowing that this one in the memory is the one that has just triggered the non-EUD condition (such as being close to the player) that causes the EUD action to execute. So I can't have a general EUD command saying, "increase HP for all X unit at location Y by 10 points"? Not expecting this to be easy to accomplish, just wondering if it were possible or even undetermined. This post was edited 1 time, last edit by Sacrieur: Jul 27 2011, 2:53 am. ![]() ![]() ![]() ![]() ![]() ![]() × ÷ ± · ∫ ƒ | ⅛ ¼ ⅓ ⅜ ½ ⅝ ⅔ ¾ ⅞ | π φ ∞ | ≡ ≈ ≥ ≤ ∴ ¬ ∩ Ø | √ ª ⁿ º ¹ ² ³ | ✓ ✗ | א
α β Γγ ∆∂ ε ζ η Θθ Ιι κ Λλ μ Ξξ Π ρ Σσς τ υ Φ Ψψ Ωω |
Post #16
Roy
Jul 27 2011, 3:52 am
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An artist's depiction of an Extended Unit Death
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Or the eud can just detect when the unit loses the HP. You still have not really said why the location is necessary. Oh really? We can't simply create the unit on the spot, track it with LID, and then change its memory addresses? I doubt there will be more than one hundred LIDs in use at once. Emmm.. So I can't have a general EUD command saying, "increase HP for all X unit at location Y by 10 points"? Not expecting this to be easy to accomplish, just wondering if it were possible or even undetermined. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
Post #17
poison_us
Jul 27 2011, 5:26 am
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(•‿•)
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I don't see how the armor thing would work. What if, let's say, the hp of the player's unit is 200/3000 at level 1. He gets attacked an enemy and then has 180/3000. What if he finds armor and equips it at that hp instead of the full 100% for that level? You can't really increase their hp accordingly without basically healing them back to 100%. As mentioned by Tikels, editing HP isn't really all that hard with EUDs. But donning armor should take some time, so you may see the appeal of donning armor outside of battle. |
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