https://rpg.hamsterrepublic.com/ohrrpgce/api.php?action=feedcontributions&user=Master+K&feedformat=atomOHRRPGCE-Wiki - User contributions [en]2024-03-29T07:06:09ZUser contributionsMediaWiki 1.39.7https://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=User:Master_K&diff=32784User:Master K2018-10-26T06:05:53Z<p>Master K: Wow, just stumbled across this time capsule. Time to update it...</p>
<hr />
<div>=Hello(?)=<br />
<br />
Welcome to my domain, I guess. How you found your way to this page, I know not. And if you haven't already left, you're here on purpose?<br />
<br />
=About Me=<br />
<br />
"''I go by the enigmatic name Master K. That's as close to knowing my real name you'll get. Oh don't worry, I'm just very paranoid online to making any connections to my real identity. I joined the community in June of 2011. I'm Master K on both Slime Salad and Castle Paradox, so if you see that name, it is indeed yours truly. As for my age, i'm seemingly an enigma of a person, an ageless being, an eternally youthful creature...when in reality, i'm a teenager. I'll leave my true age for you to guess for yourselves. It's strange, because I feel, and seem to be, one of the youngest active users of the OHR community. Which makes me feel...the newbie. I still feel trapped in the newbie stage of my OHR life, and I don't know if I'll move past that feeling any time soon.''" ~ Me, in 2013<br />
<br />
Skipping past the flowery monologue, I joined the OHR community in my early teens and picked up scripting and pixel art from scratch. Since then, I've since done post-secondary education for programming, networking, and hardware. My OHR experience influenced that decision, seeing as programming is one of the things I have passion for that is marketable. I'm far from being done learning though, something everyone should relent. <br />
<br />
"''As for my personality, I'm...well, everywhere. Don't listen to me when I speak late at night, because I'm usually deep set in my own self pity. I am highly insecure, and I don't take criticism overly well because I beat myself up over what I do as it is. I feel incompetent with my pixel art skills, and I have a short attention span for projects, leaving me with half finished demos that the community tends to look down upon in quality. <br />
Regret aside, I am quite nice, zany, and slightly out there if you do see me in a good mood. I do somewhat enjoy working in collaboration with people, as it helps me stay on track and get projects done.''" ~2013<br />
<br />
When I joined the OHR, I was your standard angsty teen coming in to the community with a lot of baggage. Looking back now, I feel for the community putting up with my teenage years, though I'm glad to still be around. Part of me feels like I grew up here. I still have a terrible attention span for projects, but I'm resolved to continually improve the quality of projects. <br />
<br />
"''I use the OHRRPGCE program, of course, but I felt the need to specify. I have been using it since sometime in March/April of 2011. I enjoy its simplicity and ease of use, and it's flexibility. I have dabbled with other programs, but I mainly use OHR.''"<br />
<br />
I've also played around with Unity, Unreal, RPG Maker, and Sphere, but I still find myself coming back to the OHR.<br />
<br />
=Demos=<br />
<br />
'''Grayscale''': "My newbie game, which consists of a monochrome palette, and a hero named Brody who sets out to save the world from elemental disaster." The very first thing I ever could call a game. I have a remake in the works, though I don't know if it'll see the light of day anytime soon.<br />
<br />
'''Forsaken''': "A story about a black mage named Velus, who meets up with an angel warrior named Isis in a forsaken village, and set out to stop a terrible event from occurring that could destroy the world."<br />
<br />
'''Cardians of Lore''': "My "Live Like the Amish" Entry. The lovechild of Pokemon and Yu-Gi-Oh, it has no plot, but only sidequests and subplots. You control either Alice or Robert, and set out into an 8-bit world to find adventure, battling with magical spell cards created by ancients."<br />
<br />
'''Illusions''': "My HOTOHR 2012 Entry. It involves Zack, a seemingly ordinary settler, and Alanna, a mysterious girl who can see disguised monsters. They set out to solve a mystery of four outset islands, while dealing with attacks from an annoying sorceress named Syneca who is trying to kill Alanna." <br />
<br />
All these games are available on Slime Salad. I have other games there as well.<br />
<br />
=Collaborations=<br />
<br />
'''Dreadful Occupant''': My collaboration contest project with Spoonweaver. Survival Horror "hide and seek" RPG with a "Stringy Haired Ghost Girl" antagonist terrorizing you as you try to escape your own home.<br />
<br />
'''Time and Time Again''': My collaboration contest project with SDHawk. A "Majora's Mask" styled RPG about trying to defeat a witch, with every failure throwing you back to the beginning.<br />
<br />
'''Carcere Vicis''': My collaboration contest project with TMC. A stylized Rougelike with a dimensional shifting mechanic. <br />
<br />
----<br />
<br />
Leaving so soon? Oh well, I suppose. Come back anytime you want, I don't mind.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=User:Master_K&diff=28498User:Master K2013-03-26T00:00:09Z<p>Master K: </p>
<hr />
<div>Hello dear reader, and congratulations for navigating to my page! I'm so sorry I don't have anything for you, you just popped by unexpectantly! You should really let me know before you come here. Don't be shy! Come on in, I think I might have some cookies in one of these shelves here...<br />
<br />
=About Me=<br />
<br />
I go by the enigmatic name Master K. That's as close to knowing my real name you'll get. Oh don't worry, I'm just very paranoid online to making any connections to my real identity. I joined the community in June of 2011. I'm Master K on both Slime Salad and Castle Paradox, so if you see that name, it is indeed yours truly. As for my age, i'm seemingly an enigma of a person, an ageless being, an eternally youthful creature...when in reality, i'm a teenager. I'll leave my true age for you to guess for yourselves. It's strange, because I feel, and seem to be, one of the youngest active users of the OHR community. Which makes me feel...the newbie. I still feel trapped in the newbie stage of my OHR life, and I don't know if I'll move past that feeling any time soon.<br />
<br />
As for my personality, I'm...well, everywhere. Don't listen to me when I speak late at night, because I'm usually deep set in my own self pity. I am highly insecure, and I don't take criticism overly well because I beat myself up over what I do as it is. I feel incompetent with my pixel art skills, and I have a short attention span for projects, leaving me with half finished demos that the community tends to look down upon in quality. <br />
<br />
Regret aside, I am quite nice, zany, and slightly out there if you do see me in a good mood. I do somewhat enjoy working in collaboration with people, as it helps me stay on track and get projects done.<br />
<br />
I use the OHRRPGCE program, of course, but I felt the need to specify. I have been using it since sometime in March/April of 2011. I enjoy its simplicity and ease of use, and it's flexibility. I have dabbled with other programs, but I mainly use OHR.<br />
<br />
=Notable Games=<br />
<br />
Nothin' but demos mainly. I lack the ability and the drive to ever finish a game. My main RPG "games" include:<br />
<br />
'''Grayscale''': My newbie game, which consists of a monochrome palette, and a hero named Brody who sets out to save the world from elemental disaster.<br />
<br />
'''Forsaken''': A story about a black mage named Velus, who meets up with an angel warrior named Isis in a forsaken village, and set out to stop a terrible event from occurring that could destroy the world.<br />
<br />
'''Cardians of Lore''': My "Live Like the Amish" Entry. The lovechild of Pokemon and Yu-Gi-Oh, it has no plot, but only sidequests and subplots. You control either Alice or Robert, and set out into an 8-bit world to find adventure, battling with magical spell cards created by ancients.<br />
<br />
'''Illusions''': My HOTOHR 2012 Entry. It involves Zack, a seemingly ordinary settler, and Alanna, a mysterious girl who can see disguised monsters. They set out to solve a mystery of four outset islands, while dealing with attacks from an annoying sorceress named Syneca who is trying to kill Alanna. <br />
<br />
All these games are available on Slime Salad. I have other games there as well.<br />
<br />
----<br />
<br />
Leaving so soon? Oh well, I suppose. Come back anytime you want, I don't mind.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Heart_of_the_OHR_2012&diff=27628Heart of the OHR 20122012-11-28T22:12:57Z<p>Master K: </p>
<hr />
<div>=Description=<br />
<br />
The '''Heart of the OHR''' contest is a contest to create (or substantially update) RPG games with the OHRRPGCE (as opposed to plotscripted non-RPGs).<br />
<br />
* [http://www.slimesalad.com/forum/viewtopic.php?t=5132 Contest thread @ Slime Salad]<br />
* [http://castleparadox.com/ohr/viewtopic.php?t=7037 Contest thread @ Castle Paradox]<br />
<br />
=Entries=<br />
<br />
'''OHR Originals'''<br />
<br />
*Universal Wars by jcenterprises <br />
*Illusions by MasterK <br />
*DUNGEONMEN: Men of Dungeons by KF Harlock and Shizuma <br />
*Reign of Grelok by misac <br />
*Legacy by BMR <br />
*Super Penguin Chef by Mogri <br />
<br />
'''OHR Re-Releases'''<br />
<br />
*Legendary Heroes by Spoonweaver <br />
<br />
'''OHR Legends'''<br />
<br />
*Vikings of Midgard by Fenrir-Lunaris<br />
<br />
=See Also=<br />
<br />
* [[User:Bob the Hamster/HeartBugs 2012|Bug/Feature Bounties]]<br />
<br />
[[Category:Contests]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Using_Map_Layers&diff=26747Using Map Layers2012-06-17T17:17:48Z<p>Master K: </p>
<hr />
<div>{{revise|A bit out of date, and incomplete}}<br />
<br />
Recent OHRRPGCE releases introduce layered maps. You have up to 8 layers to work with, and the old Overhead wallmap bit isn't needed anymore (mixing it with layers would be confusing and unneeded, so you should avoid it). Tiles in the 2nd and higher layers can be transparent on a pixel-by-pixel basis.<br />
<br />
Here is the order in which things on the map are drawn in-game:<br />
<br />
Layer 0 (Bottom Layer)<br />
Optionally, more map layers...<br />
NPCs * Heroes are drawn before NPCs if [[Menu:Main_Menu/Edit_Map_Data/Edit_Map/Edit_General_Map_Data#Walkabout Layering|NPCs over Heroes layering]] is set<br />
Heroes *<br />
Optionally, more map layers...<br />
<br />
(For more details about draw order, see [[Layers]].)<br />
<br />
Overhead layers (those above NPCs/heroes) are commonly used for graphics like tree tops and branches. Beyond this, it can also be used to overaly embellishments, doors, walls, etc... over ground tiles. Take the following layers for example:<br />
<br />
'''Layer 0 — Base Ground Layer'''<br />
<br />
[[Image:howto_layers-003.png]]<br />
<br />
'''Layer 1 — Embellishments to the Ground Layer'''<br />
<br />
<br />
[[Image:howto_layers-004.png]]<br />
<br />
<br />
'''Layer 2 — Walls and Variants of Walls'''<br />
<br />
[[Image:howto_layers-005.png]]<br />
<br />
<br />
'''Layer 3 — Water Tiles'''<br />
<br />
[[Image:howto_layers-006.png]]<br />
<br />
<br />
'''Layer 4 — Map Embellishments Set 1'''<br />
<br />
[[Image:howto_layers-007.png]]<br />
<br />
<br />
'''Layer 5 — Map Embellishments Set 2'''<br />
<br />
[[Image:howto_layers-008.png]]<br />
<br />
<br />
'''Layer 6 — Overhead Tiles'''<br />
<br />
[[Image:howto_layers-009.png]]<br />
<br />
<br />
'''Layer 7 — Wall Boundaries and Railings'''<br />
<br />
[[Image:howto_layers-010.png]]<br />
<br />
<br />
While using up all eight layers may be a bit excessive, it allows you to keep things organized and easy to handle. Further, it provides you with a greater range of options when designing tiles, as you have a greater number of tiles to work with. The above layers can thus all come together to make this:<br />
<br />
[[Image:howto_layers-011.gif]]<br />
<br />
<br />
<br />
Notice that you can have multiple layers below everything else: this is so that you can use layer 0 for the ground, and add as many layers as you need for anything you need to show either on the ground, or above the player. In the example above, the layer that heroes and NPCs are drawn on is right in between layers 5 and 6, this provides 6 layers of floors, walls, embellishments, and what-have-you to design the map with. now, there is no need to copy the same layer structure, as different games will obviously have different needs. One key element to remember though is that using layers well can minimize the work you need to exert on your tiles. Because you can overlay many different things on the same tile, you need not redraw the same rock or table for each floor tile in your tile map. This can greatly reduce the number of tiles needed for a single map as the need to duplicate embellishments for each type of ground tile is done away with. Take the following for example:<br />
<br />
[[Image:howto_layers-001.png]]<br />
<br />
There are five different ground tiles, and five different rock tiles. This can be rather inefficient, as having a large number of ground tiles and a large number of embellishments will very quickly deplete the space one has for other tiles. Consider the following:<br />
<br />
[[Image:howto_layers-002.png]]<br />
<br />
There are only six tiles, but it's possible to achieve just as many combinations of ground and rock as the previous image. When editing your actual maps though, the tile of the rock would be on a layer above the ground tiles, in order to make it transparent.<br />
<br />
Now lets suppose we want a large tree on our map, which the player can walk behind and in front of. <br />
<br />
=Drawing Transparent Tiles=<br />
Colour 0 is the transparent colour for tiles on transparent layers (layer 1 and up). If you are using the default OHR palette, it will appear as black in the [[Menu:Main_Menu/Edit_Graphics/Edit_Maptiles|Maptiles Editor]]. Use a different black (there are several in the default [[Master Palette]]) if you want black on a tile intended for the transparent layers.<br />
<br />
For our map, we might draw a simple grass tile, and the tree trunk and top on multiple tiles, surrounded by colour 0.<br />
<br />
=Editing Layers=<br />
Before editing layers, you must add and/or enable them. Press '''CTRL+L''' while in the [[Menu:Main Menu/Edit Map Data/Edit Map/Map Editor|Tilemap Editor]] to select layers to edit. In this menu, press F1 for more help.<br />
<br />
A disabled layer can't be editted, and isn't drawn while editting the map, BUT it does appear ingame.<br />
An Invisible layer is NOT drawn ingame (or while editing). The visibility of a layer can be toggled with a script command.<br />
<br />
To select a layer, press '''Page Up''' and '''Page Down'''. At the bottom of the screen is the current layer number.<br />
<br />
Place tiles on layers as normal. If you can't see what you're doing, make other layers invisible, or make the current layer jiggle about with '''CTRL+J'''<br />
<br />
Getting back to our tree, suppose that we have a footoffset on this map, to draw NPCs and heroes not strictly aligned with the tile grid, but seeming to stand in the middle of a tile. So we want the player sprite on top of the tree trunk when standing in front of it. So we create two new layers, one below NPCs/heroes (layer 1), and one above (layer 2). Place the tree trunk tile on layer 1, and the rest of the tree on layer 2.<br />
<br />
=Layers and the Wallmap=<br />
Maps still have only a single layer wallmap. The default passibility settings of tiles in all layers at a spot is combined to set the wallmap. <br />
<br />
To be written...<br />
{{incomplete}}<br />
<br />
{{HOWTO}}<br />
[[Category:Maps]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Using_Map_Layers&diff=26746Using Map Layers2012-06-17T17:16:20Z<p>Master K: </p>
<hr />
<div>{{revise|A bit out of date, and incomplete}}<br />
<br />
Recent OHRRPGCE releases introduce layered maps. You have up to 8 layers to work with, and the old Overhead wallmap bit isn't needed anymore (mixing it with layers would be confusing and unneeded, so you should avoid it). Tiles in the 2nd and higher layers can be transparent on a pixel-by-pixel basis.<br />
<br />
Here is the order in which things on the map are drawn in-game:<br />
<br />
Layer 0 (Bottom Layer)<br />
Optionally, more map layers...<br />
NPCs * Heroes are drawn before NPCs if [[Menu:Main_Menu/Edit_Map_Data/Edit_Map/Edit_General_Map_Data#Walkabout Layering|NPCs over Heroes layering]] is set<br />
Heroes *<br />
Optionally, more map layers...<br />
<br />
(For more details about draw order, see [[Layers]].)<br />
<br />
Overhead layers (those above NPCs/heroes) are commonly used for graphics like tree tops and branches. Beyond this, it can also be used to overaly embellishments, doors, walls, etc... over ground tiles. Take the following layers for example:<br />
<br />
'''Layer 0 — Base Ground Layer'''<br />
<br />
[[Image:howto_layers-003.png]]<br />
<br />
'''Layer 1 — Embellishments to the Ground Layer'''<br />
<br />
<br />
[[Image:howto_layers-004.png]]<br />
<br />
<br />
'''Layer 2 — Walls and Variants of Walls'''<br />
<br />
[[Image:howto_layers-005.png]]<br />
<br />
<br />
'''Layer 3 — Water Tiles'''<br />
<br />
[[Image:howto_layers-006.png]]<br />
<br />
<br />
'''Layer 4 — Map Embellishments Set 1'''<br />
<br />
[[Image:howto_layers-007.png]]<br />
<br />
<br />
'''Layer 5 — Map Embellishments Set 2'''<br />
<br />
[[Image:howto_layers-008.png]]<br />
<br />
<br />
'''Layer 6 — Overhead Tiles'''<br />
<br />
[[Image:howto_layers-009.png]]<br />
<br />
<br />
'''Layer 7 — Wall Boundaries and Railings'''<br />
<br />
[[Image:howto_layers-010.png]]<br />
<br />
<br />
While using up all eight layers may be a bit excessive, it allows you to keep things organized and easy to handle. Further, it provides you with a greater range of options when designing tiles, as you have a greater number of tiles to work with. The above layers can thus all come together to make this:<br />
<br />
[[Image:howto_layers-011.gif]]<br />
<br />
<br />
<br />
Notice that you can have multiple layers below everything else: this is so that you can use layer 0 for the ground, and add as many layers as you need for anything you need to show either on the ground, or above the player. In the example above, the layer that heroes and NPCs are drawn on is right in between layers 5 and 6, this provides 6 layers of floors, walls, embellishments, and what-have-you to design the map with. now, there is no need to copy the same layer structure, as different games will obviously have different needs. One key element to remember though is that using layers well can minimize the work you need to exert on your tiles. Because you can overlay many different things on the same tile, you need not redraw the same rock or table for each floor tile in your tile map. This can greatly reduce the number of tiles needed for a single map as the need to duplicate embellishments for each type of ground tile is done away with. Take the following for example:<br />
<br />
[[Image:howto_layers-001.png]]<br />
<br />
There are five different ground tiles, and five different rock tiles. This can be rather inefficient, as having a large number of ground tiles and a large number of embellishments will very quickly deplete the space one has for other tiles. Consider the following:<br />
<br />
[[Image:howto_layers-002.png]]<br />
<br />
There are only six tiles, but it's possible to achieve just as many combinations of ground and rock as the previous image. When editing your actual maps though, the tile of the rock would be on a layer above the ground tiles, in order to make it transparent.<br />
<br />
Now lets suppose we want a large tree on our map, which the player can walk behind and in front of. <br />
<br />
=Drawing Transparent Tiles=<br />
Colour 0 is the transparent colour for tiles on transparent layers (layer 1 and up). If you are using the default OHR palette, it will appear as black in the [[Menu:Main_Menu/Edit_Graphics/Edit_Maptiles|Maptiles Editor]]. Use a different black (there are several in the default [[Master Palette]]) if you want black on a tile intended for the transparent layers.<br />
<br />
For our map, we might draw a simple grass tile, and the tree trunk and top on multiple tiles, surrounded by colour 0.<br />
<br />
=Editing Layers=<br />
Before editing layers, you must add and/or enable them. Press '''CTRL+L''' while in the [[Menu:Main Menu/Edit Map Data/Edit Map/Map Editor|Tilemap Editor]] to select layers to edit. In this menu, press F1 for more help.<br />
<br />
A disabled layer can't be editted, and isn't drawn while editting the map, BUT it does appear ingame.<br />
An Invisible layer is NOT drawn ingame (or while editing). The visibility of a layer can be toggled with a script command.<br />
<br />
To select a layer, press '''Page Up''' and '''Page Down'''. At the bottom of the screen is the current layer number.<br />
<br />
Place tiles on layers as normal. If you can't see what you're doing, make other layers invisible, or make the current layer jiggle about with '''CTRL+J'''<br />
<br />
Getting back to our tree, suppose that we have a footoffset on this map, to draw NPCs and heroes not strictly aligned with the tile grid, but seeming to stand in the middle of a tile. So we want the player sprite on top of the tree trunk when standing in front of it. So we create two new layers, one below NPCs/heroes (layer 1), and one above (layer 2). Place the tree trunk tile on layer 1, and the rest of the tree on layer 2.<br />
<br />
=Layers and the Wallmap=<br />
Maps still have only a single layer wallmap. The default passibility settings of tiles in all layers at a spot is combined to set the wallmap. <br />
<br />
To be written...<br />
{{incomplete}}<br />
{{Update}}<br />
<br />
{{HOWTO}}<br />
[[Category:Maps]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Template:Update&diff=26745Template:Update2012-06-17T17:16:09Z<p>Master K: </p>
<hr />
<div><div style="border:2px gray dashed;padding:5px;background-color:#EEF">[[Image:Revise.png|left]]This article is currently under work and may be subject to change.<br clear="all" /></div></div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Template:Update&diff=26744Template:Update2012-06-17T17:15:26Z<p>Master K: </p>
<hr />
<div><div style="border:2px gray dashed;padding:5px;background-color:#EEF">[[Image:Revise.png|left]]This article is currently under work and may be subject to change.<br clear="all" /></div><br />
<br />
<br />
Use this on pages that are being worked on but are unfinished.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Template:Update&diff=26743Template:Update2012-06-17T17:12:34Z<p>Master K: Created page with "<div style="border:2px gray dashed;padding:5px;background-color:#EEF">leftThis article is currently under work and may be subject to change.<br clear="all..."</p>
<hr />
<div><div style="border:2px gray dashed;padding:5px;background-color:#EEF">[[Image:Revise.png|left]]This article is currently under work and may be subject to change.<br clear="all" /></div><br />
<br />
Use this on pages that are being worked on but are unfinished.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=File:Battles_Screenshot_Two.png&diff=26742File:Battles Screenshot Two.png2012-06-17T16:51:07Z<p>Master K: For the battles article.</p>
<hr />
<div>For the battles article.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=File:Battles_Screenshot_One.png&diff=26741File:Battles Screenshot One.png2012-06-17T16:31:08Z<p>Master K: For the battles article.</p>
<hr />
<div>For the battles article.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=User:Master_K&diff=26676User:Master K2012-06-10T20:37:47Z<p>Master K: </p>
<hr />
<div>== Introduction ==<br />
<br />
Hello dear reader, and congratulations for navigating to my page! I'm so sorry I don't have anything for you, you just popped by unexpectantly! You should really let me know before you come here. Don't be shy! Come on in, I think I might have some cookies in one of these shelves here...<br />
<br />
== About Me ==<br />
<br />
I go by the enigmatic name Master K. Thats as close to knowing my real name you'll get. I joined the community in June 2011. I'm Master K on both Slime Salad and Castle Paradox, so if you see that name, its yours truely. As for my age, i'm seemingly an enigma of a person, an ageless being, an eternally youthful creature...when in reality, i'm a teenager. Not too old, not too young, sort of in the middle. I'll leave my true age for you to guess for yourselves. <br />
<br />
I use the OHRRPGCE program, of course, but I felt the need to specify. I have been using it since sometime in March/April of 2011. I enjoy its simplicity and ease of use, and it's flexibility.<br />
<br />
== My Games ==<br />
<br />
I have a few games released to my name, mainly demos.<br />
<br />
On Slime Salad, I have released Grayscale, Forsaken, the Labyrinth, two tech demos, and Trolls!.<br />
<br />
----<br />
<br />
Leaving so soon? Oh well, I suppose. Come back anytime you want, I don't mind.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Community_Graphics_Resources&diff=26492Community Graphics Resources2012-01-09T01:06:23Z<p>Master K: </p>
<hr />
<div>__NOTOC__<br />
It's unusual for an OHRRPGCE game to use nonoriginal graphics. Ripping graphics from games is greatly looked down upon in the community, however there are a number of graphics packs produced by users which are freely useable. Due to the culture of the community these have seen little use so far.<br />
<br />
If you use free resources, please give credit and abide by the wishes of the author.<br />
<br />
=OHRRPGCE resources=<br />
* [[Game:Vikings of Midgard|Vikings of Midgard]] is in the public domain; providing free graphics for people to use is one of its original purposes<br />
* [http://superwalrusland.com/ohr/issue57/sp/Hero%20Sprite%20Pack.zip A pack of 10 Wizard Hero sprites by Master K] in HamsterSpeak 57<br />
* [http://superwalrusland.com/ohr/issue55/tiles/tiles.html Winter & Spring tilesets by Marionline] in HamsterSpeak 55<br />
* [http://superwalrusland.com/ohr/issue54/karr/karr.html The Nathan Karr Sprite Collection] in HamsterSpeak 54<br />
* [http://superwalrusland.com/ohr/issue49/sidescroll/sidescroll.html Sidescroller Graphics by Voltire] in HamsterSpeak 49<br />
* [http://superwalrusland.com/ohr/issue48/sprites/sprites.html Classic Video Game Heroes by FnrrfYgmSchnish] in HamsterSpeak 48<br />
* [http://superwalrusland.com/ohr/issue48/tiles/tiles.html Indoor Tileset by Marionline] in HamsterSpeak 48<br />
* [http://superwalrusland.com/ohr/issue44/sprites/sprites.html Pack of 82 Attack Sprites (from Vikings) by Fenrir Lunaris] in HamsterSpeak 44<br />
* [http://superwalrusland.com/ohr/issue39/sprites/sprites.html NPC Sprite Pack by FnrrfYgmSchnish] in HamsterSpeak 39<br />
* [http://superwalrusland.com/ohr/issue36/sprites/sprites.html 8-Bit Sprite Pack by FnrrfYgmSchnish] in HamsterSpeak 36<br />
* [http://superwalrusland.com/ohr/issue34/sprites/sprites.html NPC Sprite Pack and Kyle Art by Fenrir-Lunaris] in HamsterSpeak 34<br />
* [http://superwalrusland.com/ohr/issue33/sprites/sprites.html Hero Sprite Pack by Fenrir-Lunaris] in HamsterSpeak 33<br />
* [http://superwalrusland.com/ohr/issue19/art/art.html Vampire's Curse Sprites Art by Fenrir-Lunaris] in HamsterSpeak 19<br />
{{incomplete}}<br />
<br />
You can upload art packs to this wiki, but nothing has been uploaded yet. [[Special:Upload|Upload them here]] in PNG or GIF format (PNG is better) and post links+descriptions on this page. Downloaded sprites must be opened and re-saved as BMP files before import.<br />
<br />
==DO NOT POST COPYRIGHT FILES==<br />
Sprites must be either [[wikipedia:public domain|public domain]] or [[wikipedia:Creative Commons|creative-commons]]<br />
<br />
=Other resources=<br />
* Assemblee: Part 1 [http://forums.tigsource.com/index.php?topic=8751.0 Announcement], [http://forums.tigsource.com/index.php?board=37.0 Forum]. "The art and music that was created for the competition will be released to the public under certain provisions (non-commercial, credit given, etc.)." <br />
<br />
=See Also=<br />
* [[How do I learn to draw better graphics?]]<br />
* [[HOWTO]] Chapter: [[Importing BMP graphics]]<br />
* [[Where can I find fonts?]]<br />
<br />
[[Category:FAQ]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=How_do_I_make_a_treasure_chest%3F&diff=26480How do I make a treasure chest?2011-12-10T23:28:50Z<p>Master K: </p>
<hr />
<div>== Introduction ==<br />
Treasure chests are a staple component of any game, especially an RPG game. They come in all shapes and sizes, and the type is not limited to being an actual chest. These chests can be used to give out useful items, administer hazardous booby traps, or even distribute a large quantity of gold to the entire party.<br />
<br />
<br />
Now, here's how to make one for your own game.<br />
<br />
== Making The Chest ==<br />
First, you need to go into the Walkabout Editor and draw an NPC sprite set that looks like a treasure box. You might want to just make an NPC that looks like the lid of a treasure box, and use a maptile for the base of the box. However, you can also make the entire treasure chest as a walkabout instead.<br />
<br />
[[Image:Treasure-drawing the treasure box.png]]<br />
<br />
When you feel satisfied with your chest graphics, you need to go to the Textbox Editor and create a text box that gives the desired item or gold. The text could be a simple "You got a(n) (Insert Item Here)!". <br />
<br />
[[Image:Treasure-typing the text box.png]]<br />
<br />
In regards of giving out the money and/or item, you need to go to the conditionals, and scroll down until you see add money or add item. Set the option to "Always Do The Following" and then select what you want. For money, you can add or reduce with the amount of money with the arrow keys. The same goes for the items, but you can select from the list of items you have created.<br />
<br />
Now that you have your treasure chest graphics, and your text box, it is time to make an NPC to represent the treasure box on the map.<br />
<br />
== Placing The Chest ==<br />
<br />
Go into the map editor and pick the map that you want the treasure chest on.<br />
<br />
Go into the NPC editor for that map, and make a new NPC.<br />
<br />
Give the NPC the treasure chest graphics, and give it the "You got _____ item!" text box.<br />
<br />
Change the NPC from '''Usable Repeatedly''' to Usable only Once. This makes the treasure box disappear after you use it.<br />
<br />
[[Image:Treasure-editing the NPC annotated.png]]<br />
<br />
Now go into NPC placement mode and place your treasure chest on the map. <br />
<br />
=See Also=<br />
* [[How to use NPCs and Tags]]<br />
* [[What exactly are 'one-time use' tags, and what can I use them for?]]<br />
<br />
[[Category:FAQ]]<br />
[[Category:Items]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=How_to_make_a_Class_System&diff=26479How to make a Class System2011-12-06T19:26:30Z<p>Master K: </p>
<hr />
<div>{{revise|This article could use more polishing and examples.}}<br />
So, you want to make a class system? Well, there is no built in feature to have a class system. But, there are different ways you can go fake one with or without plotscripting. <br />
<br />
== Textbox Classes ==<br />
<br />
Here is a rather simple one you can attempt to do. You can manipulate text box choice options to make a sort of class system by linking together text boxes and using tags. A basic one you could try is a Mage, Rouge, and Warrior class system. One choice would to be either a Mage or a Fighter. If the player chooses Mage, they enter the game a Mage. If they select Warrior, then they advance to choosing between Rouge or Warrior, then entering the game as their choice. <br />
<br />
This can be done with tags for the choice, and instead conditionals for textboxes. There would be two tags; A tag called 'Mage Or Fighter', and a tag called 'Warrior or Rouge'. Mage Or Rouge would be set onto the first choice, with Fighter turning it on, and Mage turning it off. You would link the textbox to a textbox saying you choose Mage. You would have to set the conditions to instead, if Tag (Insert Mage Or Fighter Tag Number Here) is on, and have it go to the Warrior Or Rouge choice textbox. Then, you would do the same sort of thing with the Warrior or Rouge choice.<br />
<br />
Here are some things you need to look out for, though. You would have to have a selection hero, like a hero with a blank walkabout, or something similar. When you select a class, you would have to have one text box adding the desired hero type, and another after removing the selection hero. You can add a boy or girl choice, as well. But, it would require making copies of the Warrior, Rouge, and Mage boxes, so each gender has their own version.<br />
<br />
== Walkabout Selection ==<br />
<br />
Another option you can do without plotscripting is to make the game begin in an area where you can select heroes on a map. For an example, see [[User:Fenrir-Lunaris|Fenrir-Lunaris's]] game, [[Game:Final Fantasy H|Final Fantasy H]]. It is a perfect example of this style. In the game, there is a line-up of heroes on a dark map. You are a white hand, and when you talk to a hero, you have the option to select that person. There are four classes, Cleric, Warrior, Thief, and Black Mage, and four races, humans, elves, dwarves, and anthros. You could try doing something similar, or like just like it. <br />
<br />
== See Also ==<br />
<br />
# [[HOWTO]]<br />
<br />
[[Category:Heroes]][[Category:FAQ]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Live_Like_The_Amish_Contest&diff=26475Live Like The Amish Contest2011-11-16T22:44:10Z<p>Master K: </p>
<hr />
<div>== Live Like The Amish! ==<br />
The Live Like The Amish contest was created by [http://www.slimesalad.com/forum/profile.php?mode=viewprofile&u=80| 8bifit] in November of 2011. <br />
<br />
== Details ==<br />
The contest required it's participants to create a game without any plotscripting. The rules were:<br />
<br />
<br />
<br />
''-No ripping (graphics or music) This contest is about creativity, jerks!'' <br />
<br />
''-I ['''8bifit'''] am the only judge. When YOU put up $50, you can be a judge, too.'' <br />
<br />
''-Deadline is Dec 31, 2011''<br />
<br />
''-NO PLOTSCRIPTING (duh)''<br />
<br />
== Prizes ==<br />
The prizes are currently undetermined.<br />
<br />
== Winners ==<br />
The contest is currently ongoing. Quickly, enter while you have a chance! The contests page is [http://www.slimesalad.com/forum/viewtopic.php?t=4730&start=0| here].<br />
<br />
[[Category:Unfinished Articles]][[Category:Contests]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Live_Like_The_Amish_Contest&diff=26474Live Like The Amish Contest2011-11-16T22:43:12Z<p>Master K: Created page with "== Live Like The Amish! == The Live Like The Amish contest was created by [http://www.slimesalad.com/forum/profile.php?mode=viewprofile&u=80| 8bifit] in November of 2011. ==..."</p>
<hr />
<div>== Live Like The Amish! ==<br />
The Live Like The Amish contest was created by [http://www.slimesalad.com/forum/profile.php?mode=viewprofile&u=80| 8bifit] in November of 2011. <br />
<br />
== Details ==<br />
The contest required it's participants to create a game without any plotscripting. The rules were:<br />
<br />
<br />
<br />
''-No ripping (graphics or music) This contest is about creativity, jerks!'' <br />
<br />
''-I ['''8bifit'''] am the only judge. When YOU put up $50, you can be a judge, too.'' <br />
<br />
''-Deadline is Dec 31, 2011''<br />
<br />
''-NO PLOTSCRIPTING (duh)''<br />
<br />
== Winners ==<br />
The contest is currently ongoing. Quickly, enter while you have a chance! The contests page is [http://www.slimesalad.com/forum/viewtopic.php?t=4730&start=0| here].<br />
<br />
[[Category:Unfinished Articles]][[Category:Contests]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Category:Contests&diff=26473Category:Contests2011-11-16T22:30:48Z<p>Master K: Created page with "This page documents any contests held by the OHR community."</p>
<hr />
<div>This page documents any contests held by the OHR community.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Game:Grayscale&diff=26469Game:Grayscale2011-11-06T20:33:16Z<p>Master K: </p>
<hr />
<div>{| class="toccolours" cellpadding="4" style="border: 1px solid #999999; float: right; margin: 0 0 1em 1em; width: 22em; border-collapse: collapse; font-size: 95%;"<br />
| align="center" colspan=2 bgcolor="#ccccff" style="font-size:110%; border: 1px solid #999999;" | '''Master K: Grayscale'''<br />
|-<br />
| style="border: 1px solid #999999;" align="center" colspan="2" | [[Image:GrayscaleTown.png]]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Developer(s)'''<br />
| style="border: 1px solid #999999; width:14em" | [[User:Master K|Master K]]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Release date'''<br />
| style="border: 1px solid #999999;" | In-Progress<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Genre'''<br />
| style="border: 1px solid #999999;" | Fantasy RPG<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Downloads'''<br />
| style="border: 1px solid #999999;" | [http://www.slimesalad.com/forum/viewgame.php?t=4160 | Grayscales Slime Salad Page]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Other'''<br />
| style="border: 1px solid #999999;" | Secrets, Walkthrough, Credits <br />
|}<br />
<br />
In the land of Monchromia, the elements are seemingly at balance. But, once you, the protagonist Brody, meet the king of Monchromia, you are plunged into a quest that will ultimatly lead you to facing the animated elements themselves.<br />
<br />
Along the way, you'll encounter various strange creatures, an interesting cast of characters, including a knight, a mage, a witch, and even a ninja. Will you be able to stop the raging elements from destroying Monchromia itself?<br />
<br />
== Characters ==<br />
<br />
'''Brody''': Our quirky, lovable protagonist. Brody lives in the small town of Gryl, which is situated in the White Forest. He is best friends with Melina, a girl who lives in Gryl aswell.<br />
<br />
'''Melina''': The main heroine of Grayscale. She lives in Gryl, along with Brody, her childhood best friend. She joins Brody after she recovers from being kidnapped by an angry force of nature...<br />
<br />
''May change without warning.''<br />
<br />
''More information will be added in time!''<br />
<br />
<br />
== Project Information ==<br />
<br />
Grayscale is a dead project. It is still available to download, and if you want to improve or finish it, feel free, because the newest file is un-passworded.<br />
<br />
[[Category:Games]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=User:Master_K&diff=26419User:Master K2011-09-16T12:53:03Z<p>Master K: </p>
<hr />
<div>== Introduction ==<br />
<br />
Hello dear reader, and congratulations for navigating to my page! I'm so sorry I don't have anything for you, you just popped by unexpectantly! You should really let me know before you come here. Don't be shy! Come on in, I think I might have some cookies in one of these shelves here...<br />
<br />
== About Me ==<br />
<br />
I go by the enigmatic name Master K. Thats as close to knowing my real name you'll get. I joined the community in June 2011. I'm Master K on both Slime Salad and Castle Paradox, so if you see that name, its yours truely. As for my age, i'm seemingly an enigma of a person, an ageless being, an eternally youthful creature...when in reality, i'm a teenager. Not too old, not too young, sort of in the middle. I'll leave my true age for you to guess for yourselves. <br />
<br />
I use the OHRRPGCE program, of course, but I felt the need to specify. I have been using it since sometime in March/April of 2011. I enjoy its simplicity and ease of use, and it's flexibility.<br />
<br />
== My Games ==<br />
<br />
Currently, I only have only a mere game released to my name, and its a flawed demo of a game I have in production, [[Game:Grayscale|Grayscale]]. It's my first serious project, since I tend to scrap anything that goes wrong in its early stages, so Grayscale is lucky to be surviving. Sadly, Grayscale is now halted, but i've released one last demo of my progress, hoping to come back to it in the future.<br />
<br />
On Slime Salad, I have released two other games, Forsaken, and the Labyrinth. The Labyrinth was a 48 Hour contest entry, and Forsaken is a true demo.<br />
<br />
----<br />
<br />
Leaving so soon? Oh well, I suppose. Come back anytime you want, I don't mind.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=48_Hour_Contests&diff=2641848 Hour Contests2011-09-16T12:49:36Z<p>Master K: </p>
<hr />
<div>A '''48 Hour Contest''' is a creative contest where participants have only 2 days to complete their entry. The [[OHRRPGCE]] community has held several 48 Hour RPG making contests.<br />
<br />
{{incomplete}}<br />
A list of past contests, winners, and links to games goes here (maybe each contest should have a separate page?)<br />
<br />
=Other 48 hour Contests=<br />
<br />
To the best of [[James|my]] knowledge, the OHR 48 Hour Contests were originally inspired by the [http://www.ludumdare.com/ Ludum Dare 48 Hour Game] contest, which was itself inspired by the [http://www.48hourfilm.com/ 48 hour Film] contest.<br />
<br />
<br />
== 2011 ==<br />
In 2011, the 48 Game contest was once again hosted, to coincide with Ludum Dares 48 Contest. The theme was 'Escape'. Only 7 people entered the contest. The entries were:<br />
<br />
<br />
[http://www.slimesalad.com/forum/viewgame.php?t=4317| The Labyrinth], by [[User:Master K|Master K]] <br />
<br />
[http://www.slimesalad.com/forum/viewgame.php?t=1882| Escape the Zombie Horde], by Spoonweaver, <br />
<br />
[http://www.slimesalad.com/forum/viewgame.php?t=4326| Escape from Strong Castle], by jcenterprises<br />
<br />
[http://www.slimesalad.com/forum/viewgame.php?t=4327| Virtual School 2], by Gizmog<br />
<br />
[http://www.slimesalad.com/forum/viewgame.php?t=4331| Escape the Wolf: OHR], by [[User:James Paige|James Paige]]<br />
<br />
[http://www.slimesalad.com/forum/viewgame.php?t=4335| Monster out of Six], by Pepsi Ranger<br />
<br />
And [http://www.slimesalad.com/forum/viewgame.php?t=4334| Forest Temple], by TMC and Blue Train.<br />
<br />
<br />
James won first place, Gizmog won second, and Master K won third. The prize, which was given to Gizmog because James won first, was a free Bugfix/Feature request.<br />
<br />
[[Category: Contests]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=48_Hour_Contests&diff=2641748 Hour Contests2011-09-16T12:48:04Z<p>Master K: </p>
<hr />
<div>A '''48 Hour Contest''' is a creative contest where participants have only 2 days to complete their entry. The [[OHRRPGCE]] community has held several 48 Hour RPG making contests.<br />
<br />
{{incomplete}}<br />
A list of past contests, winners, and links to games goes here (maybe each contest should have a separate page?)<br />
<br />
=Other 48 hour Contests=<br />
<br />
To the best of [[James|my]] knowledge, the OHR 48 Hour Contests were originally inspired by the [http://www.ludumdare.com/ Ludum Dare 48 Hour Game] contest, which was itself inspired by the [http://www.48hourfilm.com/ 48 hour Film] contest.<br />
<br />
<br />
== 2011 ==<br />
In 2011, the 48 Game contest was once again hosted, to coincide with Ludum Dares 48 Contest. The theme was 'Escape'. Only 7 people entered the contest. The entries were:<br />
<br />
<br />
[http://www.slimesalad.com/forum/viewgame.php?t=4317| The Labyrinth], by [[User:Master K|Master K]] <br />
<br />
Escape the Zombie Horde, by Spoonweaver, <br />
<br />
[http://www.slimesalad.com/forum/viewgame.php?t=4326| Escape from Strong Castle], by jcenterprises<br />
<br />
[http://www.slimesalad.com/forum/viewgame.php?t=4327| Virtual School 2], by Gizmog<br />
<br />
[http://www.slimesalad.com/forum/viewgame.php?t=4331| Escape the Wolf: OHR], by [[User:James Paige|James Paige]]<br />
<br />
[http://www.slimesalad.com/forum/viewgame.php?t=4335| Monster out of Six], by Pepsi Ranger<br />
<br />
And [http://www.slimesalad.com/forum/viewgame.php?t=4334| Forest Temple], by TMC and Blue Train.<br />
<br />
<br />
James won first place, Gizmog won second, and Master K won third. The prize, which was given to Gizmog because James won first, was a free Bugfix/Feature request.<br />
<br />
[[Category: Contests]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Creating_Cutscenes&diff=26351Creating Cutscenes2011-07-27T04:32:18Z<p>Master K: </p>
<hr />
<div>Cutscenes are created using plotscripting.<br />
<br />
To get started, see the [[Plotscripting Tutorial]] and the [[Plotscripting Dictionary]]. Some common techniques are listed here.<br />
<br />
== Preventing the player from interfering ==<br />
In almost every kind of cutscene, you'll want to keep the player from controlling the heroes. After all, what good is it to have an elaborate scene in which Alice the Talking Shampoo Battle betrays the King of Hygiene if the player decides to leave in the middle of it? So you'll want to start out by suspending control:<br />
suspend player<br />
If your cutscene takes place in an area that has random battles, you'll probably also want to stop those from happening:<br />
suspend random enemies<br />
If you want to move heroes around individually as part of the plotscript (assuming you have the caterpillar party turned on), you won't want them following each other around.<br />
suspend caterpillar<br />
If you're going to be controlling NPCs, you should generally stop them from wandering around on their own. (You can also mess with them individually, but this way is easier.)<br />
suspend NPCs<br />
Finally, if you're going to be advancing text boxes yourself, you probably don't want the player advancing them early without your knowledge.<br />
suspend box advance<br />
('''WARNING:''' Do '''not''' use both <code>suspend box advance</code> and <code>wait for text box</code> in the same script. You will cause your player to be stuck.)<br />
<br />
At the end of the cutscene, of course, you'll want to put everything back to normal.<br />
resume player<br />
resume random enemies<br />
resume caterpillar<br />
resume NPCs<br />
resume box advance<br />
<br />
== Walking Around ==<br />
One thing you're almost guaranteed to have in your cutscenes is people moving. OHRRPGCE map characters don't have a lot of abilities, but they sure can walk around like nobody's business.<br />
<br />
To make an NPC move, you'll need an NPC reference. To get one that refers to the nth copy of NPC #ID, do this:<br />
variable (varname)<br />
varname := NPC reference (ID, n)<br />
where <code>varname</code> is whatever variable name you want to use to keep track of your NPC. You can also get an NPC reference for the NPC at a particular location:<br />
variable (varname)<br />
varname := NPC at spot(x,y)<br />
Or you can just make a new copy of an NPC for your nefarious purposes:<br />
variable (varname)<br />
varname := create NPC(ID, x, y, direction)<br />
<br />
Now that you have an NPC, let's move him around.<br />
<br />
To make an NPC walk a certain distance in a given direction:<br />
walk NPC (varname, direction, distance)<br />
To make an NPC walk to a certain X or Y coordinate (useful if, say, you want him to end up next to the hero):<br />
walk NPC to X (varname, X)<br />
or<br />
walk NPC to Y (varname, Y)<br />
To make the NPC just kind of teleport to a location (say, if he doesn't happen to already be in the right place for the walking you want him to do):<br />
set NPC position (varname, X, Y)<br />
To just make the NPC look in a particular direction without moving:<br />
set NPC direction (varname, direction)<br />
<br />
'''Note:''' None of the walk commands will work unless your NPC has some speed. To make an NPC walk, use this:<br />
set NPC speed (varname, speed)<br />
4 or 5 is a good walking speed for most NPCs. Whatever you pick should generally divide evenly into 20 (so basically use 1, 2, 4, 5, 10, or 20).<br />
<br />
You'll probably want to wait until the NPC gets to where he's going before doing anything else:<br />
wait for NPC (varname)<br />
Then again, you may not.<br />
<br />
If you don't want to make an NPC reference, then you can simply use walk an NPC or hero with their Id numbers. For example:<br />
walk hero(hero#, direction, distance)<br />
walk NPC (NPC#, direction, distance)<br />
<br />
== Text Boxes ==<br />
Usually your cutscenes will feature some kind of dialogue, narration, or ''something.'' To show a text box, use this command:<br />
show text box (box#)<br />
If you're letting the player advance the text boxes, you might want to wait for that to happen before you do what comes next:<br />
show text box (box#)<br />
wait for text box<br />
Whereas if you've used <code>suspend box advance</code>, you'll want to wait a while to give the player a chance to read, and then advance it yourself:<br />
show text box (box#)<br />
wait (delay)<br />
advance text box<br />
where <code>delay</code> is the amount of time in [[ticks]] you want the text box to be displayed.<br />
<br />
If you want, you can have pictures display behind your text boxes. You set this up in CUSTOM: in the text box editor, go to the Appearance menu and select Choose Background. You can select from any of the full-screen backdrops you've imported. If you put these on empty text boxes with no text, and put several of them in a row using the script-controlled advancing described above, with a short delay, you can make short movies.<br />
<br />
== Special Effects ==<br />
For special effects, such as explosions, you'll have to do a little more. Make a walkabout graphic where the eight images (up 1, up 2, right 1, right 2, down 1, down 2, left 1, left 2) make up a single eight-frame animation, and make a palette for this animation. Reserve an NPC ID for special effects. Now, in your plotscript, do something like this:<br />
variable (explosion)<br />
explosion := create NPC (effectNPC, x, y, up)<br />
alter NPC (effectNPC, NPCstat:picture, explosion graphics number)<br />
alter NPC (effectNPC, NPCstat:palette, explosion palette number)<br />
set NPC frame (explosion, 0)<br />
wait (2)<br />
set NPC frame (explosion, 1)<br />
wait (2)<br />
set NPC direction (explosion, right)<br />
set NPC frame (explosion, 0)<br />
wait (2)<br />
set NPC frame (explosion, 1)<br />
wait (2)<br />
set NPC direction (explosion, down)<br />
set NPC frame (explosion, 0)<br />
wait (2)<br />
set NPC frame (explosion, 1)<br />
wait (2)<br />
set NPC direction (explosion, left)<br />
set NPC frame (explosion, 0)<br />
wait (2)<br />
set NPC frame (explosion, 1)<br />
wait (2)<br />
destroy NPC (explosion)<br />
Of course, if you don't need eight frames of animation, you don't have to use them all. If four frames are good enough for you, for example, you can have one animation in the 0 steps (pictures 1, 3, 5, and 7 in the editor) and another in the 1 steps (pictures 2, 4, 6, and 8) and thus save a set of walkabout graphics.<br />
<br />
== Camera Control ==<br />
For more elaborate scenes, you may want the camera to move around on its own, rather than just follow the lead hero around like usual.<br />
<br />
As with NPCs, you have several options with moving the camera. First, you can pan it a certain distance in a certain direction:<br />
pan camera (direction, distance, speed)<br />
Second, you can make the camera pan over to center on a certain tile:<br />
focus camera (x, y, speed)<br />
Finally, you can make the camera instantly jump to another location:<br />
put camera (x, y)<br />
<br />
At the end of the cutscene, you should probably switch the camera back to normal:<br />
camera follows hero<br />
<br />
== Music ==<br />
If you want to change the music during a cutscene (for instance, to play a character's theme song when they appear), use this command:<br />
play song (song number)<br />
<br />
To change the music back to normal at the end of the scene, do this:<br />
play song (get ambient music)<br />
<br />
== The Complete Script ==<br />
Now, here I will create an entire script where Alice betrays the King of Hygiene.<br />
<br />
plotscript, alices betrayal, begin<br />
<br />
variable (explosion)<br />
explosion := create NPC (4, 30, 30, up) #This is for later.<br />
suspend player #No player control!<br />
suspend random enemies #No random enemies.<br />
suspend caterpillar #No heroes following heroes.<br />
suspend NPCs #No wandering NPCs.<br />
#Suspend box advance is Optional. I'm gonna do without it for now.<br />
<br />
walk hero (me, 10, up) #Walks the main hero, Bob, to an area near Alice and the king.<br />
wait for hero(me) #Waits for Bob.<br />
show text box(1) #We start a little conversation between Alice and the king.<br />
wait for text box #Were gonna wait until the text chain finishes.<br />
walk NPC(1, right, 1) #Alice approaches the king.<br />
wait for NPC(1) #We wait for Alice.<br />
show text box(5) #Alice talks some more.<br />
wait for text box<br />
set NPC direction(1, up)<br />
set NPC direction(2, up)<br />
set hero direction(me, up) #Alice, the King, and you look up<br />
pan camera (up, 5) #Panning the camera up 5 up to the villian<br />
show text box(6) #Evil villian dude rants.<br />
wait for text box<br />
explosion<br />
set NPC frame (explosion, 0)<br />
wait (2)<br />
set NPC frame (explosion, 1)<br />
wait (2)<br />
set NPC direction (explosion, right)<br />
set NPC frame (explosion, 0)<br />
wait (2)<br />
set NPC frame (explosion, 1)<br />
wait (2)<br />
set NPC direction (explosion, down)<br />
set NPC frame (explosion, 0)<br />
wait (2)<br />
set NPC frame (explosion, 1)<br />
wait (2)<br />
set NPC direction (explosion, left)<br />
set NPC frame (explosion, 0)<br />
wait (2)<br />
set NPC frame (explosion, 1)<br />
wait (2)<br />
destroy NPC (3) #Bye bye explosion.<br />
destroy NPC (2) #Bye bye king.<br />
show text box(9) #Villian gloat. <br />
wait for text box<br />
walk NPC(3, up, 6) #Walk villian dude offscreen.<br />
destroy NPC(3) #We make villian dude vanish completly.<br />
show text box(10) #Alice talks to Bob<br />
wait for text box<br />
walk NPC(1, down, 6) #We walk Alice offscreen.<br />
destroy NPC(1) #Alice vanishes entirely.<br />
resume random enemies #The enemies come back.<br />
resume caterpillar #Heroes can follow each other.<br />
resume NPCs #Npc's start walking again.<br />
resume player #Player has control again!<br />
end<br />
<br />
And there you have it.<br />
<br />
[[Category:HOWTO Chapters]]<br />
[[Category:Unfinished Articles]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Game:Grayscale&diff=26350Game:Grayscale2011-07-27T02:18:23Z<p>Master K: </p>
<hr />
<div>{| class="toccolours" cellpadding="4" style="border: 1px solid #999999; float: right; margin: 0 0 1em 1em; width: 22em; border-collapse: collapse; font-size: 95%;"<br />
| align="center" colspan=2 bgcolor="#ccccff" style="font-size:110%; border: 1px solid #999999;" | '''Master K: Grayscale'''<br />
|-<br />
| style="border: 1px solid #999999;" align="center" colspan="2" | [[Image:GrayscaleTown.png]]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Developer(s)'''<br />
| style="border: 1px solid #999999; width:14em" | [[User:Master K|Master K]]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Release date'''<br />
| style="border: 1px solid #999999;" | In-Progress<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Genre'''<br />
| style="border: 1px solid #999999;" | Fantasy RPG<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Downloads'''<br />
| style="border: 1px solid #999999;" | [http://www.slimesalad.com/forum/viewgame.php?t=4160 | Grayscales Slime Salad Page]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Other'''<br />
| style="border: 1px solid #999999;" | Secrets, Walkthrough, Credits <br />
|}<br />
<br />
In the land of Monchromia, the elements are seemingly at balance. But, once you, the protagonist Brody, meet the king of Monchromia, you are plunged into a quest that will ultimatly lead you to facing the animated elements themselves.<br />
<br />
Along the way, you'll encounter various strange creatures, an interesting cast of characters, including a knight, a mage, a witch, and even a ninja. Will you be able to stop the raging elements from destroying Monchromia itself?<br />
<br />
== Characters ==<br />
<br />
'''Brody''': Our quirky, lovable protagonist. Brody lives in the small town of Gryl, which is situated in the White Forest. He is best friends with Melina, a girl who lives in Gryl aswell.<br />
<br />
'''Melina''': The main heroine of Grayscale. She lives in Gryl, along with Brody, her childhood best friend. She joins Brody after she recovers from being kidnapped by an angry force of nature...<br />
<br />
''May change without warning.''<br />
<br />
''More information will be added in time!''<br />
<br />
<br />
== Project Information ==<br />
<br />
Grayscale is currently on a standstill, taking a backseat to a game i'm working on called Mage Arena. It might make a comeback, though.<br />
<br />
[[Category:Games]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Choosing_Between_Multiple_Heroes&diff=26330Choosing Between Multiple Heroes2011-07-18T17:07:17Z<p>Master K: </p>
<hr />
<div>{{revise}}<br />
The Best Way to do this is to create a Walkabout Graphic which looks like an arrow, pointing in the direction of the characters. Make a map which displays different heroes in a line-like fashion, with "walls" blocking the stray player from running freely around the map.<br />
Give each hero a textbox which appears when you talk to it giving a name, their pros and cons and some other details. Make a choice box saying "Yes" or "No". If the player chooses Yes, add that hero to the party, and remove the pointer hero from the party. If they Choose not to pick the hero, display a text box saying "You have not selected Billy Bob the fat warrior" (where Billy Bob is the character in question). <br />
This is a very simple and effective form of allowing free character choics.. The game [[Game:Final Fantasy H|Final Fantasy H]] by [[User:Fenrir-Lunaris|Fenrir lunaris]] demonstrates this very well. [[Game:Vikings of Midgard|Vikings of Midgard]] also has this feature.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=How_to_make_a_Class_System&diff=26327How to make a Class System2011-07-17T02:30:32Z<p>Master K: </p>
<hr />
<div>So, you want to make a class system? Well, there is no built in feature to have a class system. But, there are different ways you can go fake one with or without plotscripting. <br />
<br />
== Textbox Classes ==<br />
<br />
Here is a rather simple one you can attempt to do. You can manipulate text box choice options to make a sort of class system by linking together text boxes and using tags. A basic one you could try is a Mage, Rouge, and Warrior class system. One choice would to be either a Mage or a Fighter. If the player chooses Mage, they enter the game a Mage. If they select Warrior, then they advance to choosing between Rouge or Warrior, then entering the game as their choice. <br />
<br />
This can be done with tags for the choice, and instead conditionals for textboxes. There would be two tags; A tag called 'Mage Or Fighter', and a tag called 'Warrior or Rouge'. Mage Or Rouge would be set onto the first choice, with Fighter turning it on, and Mage turning it off. You would link the textbox to a textbox saying you choose Mage. You would have to set the conditions to instead, if Tag (Insert Mage Or Fighter Tag Number Here) is on, and have it go to the Warrior Or Rouge choice textbox. Then, you would do the same sort of thing with the Warrior or Rouge choice.<br />
<br />
Here are some things you need to look out for, though. You would have to have a selection hero, like a hero with a blank walkabout, or something similar. When you select a class, you would have to have one text box adding the desired hero type, and another after removing the selection hero. You can add a boy or girl choice, as well. But, it would require making copies of the Warrior, Rouge, and Mage boxes, so each gender has their own version.<br />
<br />
== Walkabout Selection ==<br />
<br />
Another option you can do without plotscripting is to make the game begin in an area where you can select heroes on a map. For an example, see [[User:Fenrir-Lunaris|Fenrir-Lunaris's]] game, [[Game:Final Fantasy H|Final Fantasy H]]. It is a perfect example of this style. In the game, there is a line-up of heroes on a dark map. You are a white hand, and when you talk to a hero, you have the option to select that person. There are four classes, Cleric, Warrior, Thief, and Black Mage, and four races, humans, elves, dwarves, and anthros. You could try doing something similar, or like just like it. <br />
<br />
== See Also ==<br />
<br />
# [[HOWTO]]<br />
<br />
[[Category:Heroes]][[Category:FAQ]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=How_to_make_a_Class_System&diff=26326How to make a Class System2011-07-17T02:21:54Z<p>Master K: I felt the need to write what I know.</p>
<hr />
<div>So, you want to make a class system? Well, there is no built in feature to have a class system. But, there are different ways you can go fake one with or without plotscripting. <br />
<br />
== Textbox Classes ==<br />
<br />
Here is a rather simple one you can attempt to do. You can manipulate text box choice options to make a sort of class system by linking together text boxes and using tags. A basic one you could try is a Mage, Rouge, and Warrior class system. One choice would to be either a Mage or a Fighter. If the player chooses Mage, they enter the game a Mage. If they select Warrior, then they advance to choosing between Rouge or Warrior, then entering the game as their choice. <br />
<br />
This can be done with tags for the choice, and instead conditionals for textboxes. There would be two tags; A tag called 'Mage Or Fighter', and a tag called 'Warrior or Rouge'. Mage Or Rouge would be set onto the first choice, with Fighter turning it on, and Mage turning it off. You would link the textbox to a textbox saying you choose Mage. You would have to set the conditions to instead, if Tag (Insert Mage Or Fighter Tag Number Here) is on, and have it go to the Warrior Or Rouge choice textbox. Then, you would do the same sort of thing with the Warrior or Rouge choice.<br />
<br />
Here are some things you need to look out for, though. You would have to have a selection hero, like a hero with a blank walkabout, or something similar. When you select a class, you would have to have one text box adding the desired hero type, and another after removing the selection hero. You can add a boy or girl choice, as well. But, it would require making copies of the Warrior, Rouge, and Mage boxes, so each gender has their own version.<br />
<br />
== Walkabout Selection ==<br />
<br />
Another option you can do without plotscripting is to make the game begin in an area where you can select heroes on a map. For an example, see [[User:Fenrir-Lunaris|Fenrir-Lunaris's]] game, [[Game:Final Fantasy H|Final Fantasy H]]. It is a perfect example of this style. In the game, there is a line-up of heroes on a dark map. You are a white hand, and when you talk to a hero, you have the option to select that person. There are four classes, Cleric, Warrior, Thief, and Black Mage, and four races, humans, elves, dwarves, and anthros.<br />
<br />
[[Category:Heroes]][[Category:FAQ]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=HOWTO&diff=26325HOWTO2011-07-17T02:11:34Z<p>Master K: Adding Class System to the in-progress section.</p>
<hr />
<div>__NOTOC__<br />
'''HOW TO USE the O.H.R.RPG.C.E'''<br />
<br />
Be sure to read the following important articles: ''[[An Important Note About Passwords]]'' and <br />
''[[An important Note About Backups]]''.<br />
<br />
<div style="border:2px black solid;padding:5px;background-color:#FAFAFF"><br />
=Main Chapters=<br />
# [[Keyboard Conventions]]<br />
# [[Getting Started]]<br />
# [[Making Maptiles]]<br />
# [[Making Walkabout Graphics]]<br />
# [[Importing BMP graphics]]<br />
# [[Moving on to Map Construction]]<br />
## [[Using Map Layers]]<br />
# [[Making a Hero]]<br />
# [[Battles]]<br />
# [[How to use NPCs and Tags]]<br />
# [[Adding, Removing, Swapping, Heroes]]<br />
# [[Animating Maptiles]]<br />
# [[Vehicle Use]]<br />
# [[Stun, Regen, Poison, and Mute]]<br />
# [[Sound Effects]]<br />
# [[Everything You Ever Wanted to Know About Text Boxes, But Were Afraid To Ask]]<br />
## [[Portrait Boxes]]<br />
# [[Distributing a Game]]<br />
</div><br />
<br />
<br />
<br />
<div style="border:2px black solid;padding:5px;background-color:#FAFAFF"><br />
=Extra Tutorials=<br />
# [[Bosses]]<br />
# [[Making Complex Attacks]]<br />
# [[Combat Dialogues]]<br />
# [[Ways to refer to a hero in a script]]<br />
# [[Creating Dungeons]]<br />
# [[Permanent Stat-Boosters]]<br />
# [[Conditional Door Links]]<br />
# [[Creating Cutscenes]]<br />
# [[Using the Mouse in the Game]]<br />
</div><br />
<br />
=Pixel-Art Tutorials=<br />
# [[Gnostic Kathar-sys's Pixel Art Tutorial]]<br />
# [http://spriteart.com/ Spriteart.com Website]<br />
# [http://mirror.motherhamster.org/tsugumo/ So You Want To Be A Pixel Artist? Website]<br />
# [http://search.deviantart.com/searchcraft/?cmd=1&offset=0&search=pixel+tutorial Pixel Tutorials on Deviantart]<br />
# [http://superwalrusland.com/ohr/issue6/graphics/graphics.html Moogle1's article in HamsterSpeak issue 6]<br />
# ''See'' [[How do I learn to draw better graphics?]]<br />
<br />
=In-progress Chapters=<br />
# [[Choosing Between Multiple Heroes]]<br />
# [[Items]]<br />
# [[Temporarily Fusing Heros]]<br />
# [[Transforming Heroes In Battles]]<br />
# [[Achievements]]<br />
# [[Creating Chests]]<br />
# [[Enemies that respond in paticular to a certain attack, but not to others]]<br />
# [[Interesting Fights and Combat Situations]]<br />
# [[How to make a Class System]]<br />
<br />
=Suggested New Chapters=<br />
To suggest a chapter, add a link to it here. It is important to remember that the purpose of HOWTO articles is to explain how to use the standard features, not to explain complicated methods of simulating features that don't exist using plotscripting. Stuff like that probably belongs in [[:Category:Example Scripts]]<br />
<br />
# [[Creating Minigames]]<br />
# [[Creating and utilizing music properly]]<br />
# [[Using Strings]]<br />
# [[Playing With The Menu]]<br />
<br />
=See Also=<br />
* [[F.A.Q.]] - ''Frequently Asked Questions''<br />
* [[Plotscripting]] - What plotscripting is and how to learn it<br />
* [[Menu:Main Menu|Menu by menu guide to CUSTOM]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=User:Master_K&diff=26320User:Master K2011-07-11T23:01:02Z<p>Master K: </p>
<hr />
<div>== Introduction ==<br />
<br />
Hello dear reader, and congratulations for navigating to my page! I'm so sorry I don't have anything for you, you just popped by unexpectantly! You should really let me know before you come here. Don't be shy! Come on in, I think I might have some cookies in one of these shelves here...<br />
<br />
== About Me ==<br />
<br />
I go by the enigmatic name Master K. Thats as close to knowing my real name you'll get. I joined the community in June 2011. I'm Master K on both Slime Salad and Castle Paradox, so if you see that name, its yours truely. As for my age, i'm seemingly an enigma of a person, an ageless being, an eternally youthful creature...when in reality, i'm a teenager. Not too old, not too young, sort of in the middle. I'll leave my true age for you to guess for yourselves. <br />
<br />
I use the OHRRPGCE program, of course, but I felt the need to specify. I have been using it since sometime in March/April of 2011. I enjoy its simplicity and ease of use, and it's flexibility.<br />
<br />
== My Games ==<br />
<br />
Currently, I only have only a mere game released to my name, and its a flawed demo of a game I have in production, [[Game:Grayscale|Grayscale]]. It's my first serious project, since I tend to scrap anything that goes wrong in its early stages, so Grayscale is lucky to be surviving.<br />
<br />
----<br />
<br />
Leaving so soon? Oh well, I suppose. Come back anytime you want, I don't mind.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Screenshots&diff=26319Screenshots2011-07-11T22:55:31Z<p>Master K: </p>
<hr />
<div>=The Editor - [[CUSTOM.EXE]]=<br />
<gallery widths="320px" heights="200" perrow=2><br />
Image:Browse hero sprites in VoM.png<br />
Image:Sprite editor in VoM.png<br />
Image:Sprite-import-done.png<br />
Image:Edit general game data.png<br />
Image:Map-pass.gif<br />
Image:Npctag-edit-red.png<br />
</gallery><br />
<br />
You will find numerous other screenshots of custom scattered through the [[HOWTO]].<br />
<br />
=Playing Games - [[GAME.EXE]]=<br />
<gallery widths="320px" heights="200" perrow=2><br />
Image:Welcome-rpg-Viking6.png|A Forest ([[Game:Vikings of Midgard|Vikings of Midgard]])<br />
Image:Wandering hamster.png|World Map ([[Game:Wandering Hamster|Wandering Hamster]])<br />
Image:Destiny Calls.gif|World Map (Destiny Calls)<br />
Image:Stop-Forest.gif|Forest (Stop)<br />
Image:Genesis-oldschool.jpg|Town (Genesis Oldschool)<br />
Image:Final Fantasy Gaiden.gif|Battle (Final Fantasy Gaiden)<br />
Image:Motherland.gif|Battle (Motherland)<br />
Image:Dor-Ithil.jpg|Text box with backdrop (Dor-Ithil)<br />
Image:OHR-Date.gif|Choicebox with backdrop (OHR-Date)<br />
Image:Unblock_Plotscript.gif|Advanced plotscripting ([[Game:Kingdom Wars I: Rise of the Prince|Kingdom Wars I: Rise of the Prince]])<br />
Image:Ffh.jpg|Title Screen ([[Game:Final Fantasy H|Final Fantasy H]])<br />
Image:Sojpd title.png|Title Screen ([[Game:Sword of Jade|Sword of Jade]])<br />
Image:Nintendo9.gif|Focused Wave Attack ([[Game:Nintendo Quest|Nintendo Quest]])<br />
Image:Densetsu okami thunder.png|Spread Attack ([[Game:Densetsu no Okami|Densetsu no Okami]])<br />
Image:Dinosaurtriplebattle.jpg|Dinosaurs Fighting ([[Game:Walthros|Walthros]])<br />
Image:Swctitle.png|Walrus Chef Title Screen ([[Game:Super_Walrus_Chef:_War_of_the_Food|Super Walrus Chef: War of the Food]])<br />
Image:Sadesert.png|Desert Wastelands ([[Game:Surlaw Armageddon|Surlaw Armageddon]])<br />
Image:VPRPGbattle.png|Fightin' Criminals ([[Game:Village People: The Videogame|Village People: The Videogame]])<br />
Image:MontBattle.png |Fearsome Monsters ([[Game:Monterey Penguin|Monterey Penguin]])<br />
Image:Bsfking.gif|A Greedy King ([[Game:Blasphemous Saga Fantasy|Blasphemous Saga Fantasy]])<br />
Image:Darkavern03.png|Unique Battle System ([[Game:Escape from Darkavern|Escape from Darkavern]])<br />
Image:Tim2.png|This engine can do more than just RPGs. ([[Game:Timpoline|Timpoline]])<br />
Image:Tfmaiden0046.png|Plotscripting used to create a more interactive world. ([[Game:Tightfloss Maiden|Tightfloss Maiden]])<br />
Image:Timtim03.PNG |Plotscripting used to create a side-scroller. ([[Game:Tim-Tim the Mighty Gnome|Tim-Tim the Mighty Gnome]])<br />
Image:Ohradius0.png|Plotscripting used to create a shooter. ([[Game:OHRadius|OHRadius]])<br />
Image:GrayscaleTown.png|A black, white and gray starting town. ([[Game:Grayscale|Grayscale]])<br />
</gallery><br />
<br />
=See Also=<br />
* [[:Special:NewFiles|Gallery of Uploaded Images]] (includes many screenshots)<br />
* [[What is the difference between the various enemy death animations?]]<br />
<br />
[[Category:Artwork]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Screenshots&diff=26318Screenshots2011-07-11T22:54:33Z<p>Master K: </p>
<hr />
<div>=The Editor - [[CUSTOM.EXE]]=<br />
<gallery widths="320px" heights="200" perrow=2><br />
Image:Browse hero sprites in VoM.png<br />
Image:Sprite editor in VoM.png<br />
Image:Sprite-import-done.png<br />
Image:Edit general game data.png<br />
Image:Map-pass.gif<br />
Image:Npctag-edit-red.png<br />
</gallery><br />
<br />
You will find numerous other screenshots of custom scattered through the [[HOWTO]].<br />
<br />
=Playing Games - [[GAME.EXE]]=<br />
<gallery widths="320px" heights="200" perrow=2><br />
Image:Welcome-rpg-Viking6.png|A Forest ([[Game:Vikings of Midgard|Vikings of Midgard]])<br />
Image:Wandering hamster.png|World Map ([[Game:Wandering Hamster|Wandering Hamster]])<br />
Image:Destiny Calls.gif|World Map (Destiny Calls)<br />
Image:Stop-Forest.gif|Forest (Stop)<br />
Image:Genesis-oldschool.jpg|Town (Genesis Oldschool)<br />
Image:Final Fantasy Gaiden.gif|Battle (Final Fantasy Gaiden)<br />
Image:Motherland.gif|Battle (Motherland)<br />
Image:Dor-Ithil.jpg|Text box with backdrop (Dor-Ithil)<br />
Image:OHR-Date.gif|Choicebox with backdrop (OHR-Date)<br />
Image:Unblock_Plotscript.gif|Advanced plotscripting ([[Game:Kingdom Wars I: Rise of the Prince|Kingdom Wars I: Rise of the Prince]])<br />
Image:Ffh.jpg|Title Screen ([[Game:Final Fantasy H|Final Fantasy H]])<br />
Image:Sojpd title.png|Title Screen ([[Game:Sword of Jade|Sword of Jade]])<br />
Image:Nintendo9.gif|Focused Wave Attack ([[Game:Nintendo Quest|Nintendo Quest]])<br />
Image:Densetsu okami thunder.png|Spread Attack ([[Game:Densetsu no Okami|Densetsu no Okami]])<br />
Image:Dinosaurtriplebattle.jpg|Dinosaurs Fighting ([[Game:Walthros|Walthros]])<br />
Image:Swctitle.png|Walrus Chef Title Screen ([[Game:Super_Walrus_Chef:_War_of_the_Food|Super Walrus Chef: War of the Food]])<br />
Image:Sadesert.png|Desert Wastelands ([[Game:Surlaw Armageddon|Surlaw Armageddon]])<br />
Image:VPRPGbattle.png|Fightin' Criminals ([[Game:Village People: The Videogame|Village People: The Videogame]])<br />
Image:MontBattle.png |Fearsome Monsters ([[Game:Monterey Penguin|Monterey Penguin]])<br />
Image:Bsfking.gif|A Greedy King ([[Game:Blasphemous Saga Fantasy|Blasphemous Saga Fantasy]])<br />
Image:Darkavern03.png|Unique Battle System ([[Game:Escape from Darkavern|Escape from Darkavern]])<br />
Image:Tim2.png|This engine can do more than just RPGs. ([[Game:Timpoline|Timpoline]])<br />
Image:Tfmaiden0046.png|Plotscripting used to create a more interactive world. ([[Game:Tightfloss Maiden|Tightfloss Maiden]])<br />
Image:Timtim03.PNG |Plotscripting used to create a side-scroller. ([[Game:Tim-Tim the Mighty Gnome|Tim-Tim the Mighty Gnome]])<br />
Image:Ohradius0.png|Plotscripting used to create a shooter. ([[Game:OHRadius|OHRadius]])<br />
Image:GrayscaleTown.png|A black, white and gray town. ([[Game:Grayscale|Grayscale]])<br />
</gallery><br />
<br />
=See Also=<br />
* [[:Special:NewFiles|Gallery of Uploaded Images]] (includes many screenshots)<br />
* [[What is the difference between the various enemy death animations?]]<br />
<br />
[[Category:Artwork]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Game:Grayscale&diff=26317Game:Grayscale2011-07-11T22:50:29Z<p>Master K: </p>
<hr />
<div>{| class="toccolours" cellpadding="4" style="border: 1px solid #999999; float: right; margin: 0 0 1em 1em; width: 22em; border-collapse: collapse; font-size: 95%;"<br />
| align="center" colspan=2 bgcolor="#ccccff" style="font-size:110%; border: 1px solid #999999;" | '''Master K: Grayscale'''<br />
|-<br />
| style="border: 1px solid #999999;" align="center" colspan="2" | [[Image:GrayscaleTown.png]]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Developer(s)'''<br />
| style="border: 1px solid #999999; width:14em" | [[User:Master K|Master K]]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Release date'''<br />
| style="border: 1px solid #999999;" | In-Progress<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Genre'''<br />
| style="border: 1px solid #999999;" | Fantasy RPG<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Downloads'''<br />
| style="border: 1px solid #999999;" | [http://www.slimesalad.com/forum/viewgame.php?t=4160 | Grayscales Slime Salad Page]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Other'''<br />
| style="border: 1px solid #999999;" | Secrets, Walkthrough, Credits <br />
|}<br />
<br />
In the land of Monchromia, the elements are seemingly at balance. But, once you, the protagonist Brody, meet the king of Monchromia, you are plunged into a quest that will ultimatly lead you to facing the animated elements themselves.<br />
<br />
Along the way, you'll encounter various strange creatures, an interesting cast of characters, including a knight, a mage, a witch, and even a ninja. Will you be able to stop the raging elements from destroying Monchromia itself?<br />
<br />
== Characters ==<br />
<br />
'''Brody''': Our quirky, lovable protagonist. Brody lives in the small town of Gryl, which is situated in the White Forest. He is best friends with Melina, a girl who lives in Gryl aswell.<br />
<br />
'''Melina''': The main heroine of Grayscale. She lives in Gryl, along with Brody, her childhood best friend. She joins Brody after she recovers from being kidnapped by an angry force of nature...<br />
<br />
''May change without warning.''<br />
<br />
''More information will be added in time!''<br />
<br />
<br />
== Project Information ==<br />
<br />
Grayscale is an active project of mine. A highly flawed demo is out on Slime Salad forums at the moment, but it is still being worked on. I, [[User:Master K|Master K]], am highly lazy, so there are no set release dates. If you are interested in this game, or like it, then shout at me on Slime Salad to work harder. Hah...i'm kidding, shouting won't do any good.<br />
<br />
[[Category:Games]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Game:Grayscale&diff=26316Game:Grayscale2011-07-11T22:34:47Z<p>Master K: </p>
<hr />
<div>{| class="toccolours" cellpadding="4" style="border: 1px solid #999999; float: right; margin: 0 0 1em 1em; width: 22em; border-collapse: collapse; font-size: 95%;"<br />
| align="center" colspan=2 bgcolor="#ccccff" style="font-size:110%; border: 1px solid #999999;" | '''Master K: Grayscale'''<br />
|-<br />
| style="border: 1px solid #999999;" align="center" colspan="2" | [[Image:GrayscaleTown.png]]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Developer(s)'''<br />
| style="border: 1px solid #999999; width:14em" | [[User:Master K|Master K]]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Release date'''<br />
| style="border: 1px solid #999999;" | In-Progress<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Genre'''<br />
| style="border: 1px solid #999999;" | Fantasy RPG<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Downloads'''<br />
| style="border: 1px solid #999999;" | Will Be Available Soon<br />
|}<br />
<br />
In the land of Monchromia, the elements are seemingly at balance. But, once you, the protagonist Brody, meet the king of Monchromia, you are plunged into a quest that will ultimatly lead you to facing the animated elements themselves.<br />
<br />
Along the way, you'll encounter various strange creatures, an interesting cast of characters, including a knight, a mage, a witch, and even a ninja. Will you be able to stop the raging elements from destroying Monchromia itself?<br />
<br />
== Characters ==<br />
<br />
'''Brody''': Our quirky, lovable protagonist. Brody lives in the small town of Gryl, which is situated in the White Forest. He is best friends with Melina, a girl who lives in Gryl aswell.<br />
<br />
'''Melina''': The main heroine of Grayscale. She lives in Gryl, along with Brody, her childhood best friend. She joins Brody after she recovers from being kidnapped by an angry force of nature...<br />
<br />
''May change without warning.''<br />
<br />
''More information will be added in time!''<br />
<br />
<br />
== Project Information ==<br />
<br />
Grayscale is an active project of mine. A highly flawed demo is out on Slime Salad forums at the moment, but it is still being worked on. I, [[User:Master K|Master K]], am highly lazy, so there are no set release dates. If you are interested in this game, or like it, then shout at me on Slime Salad to work harder. Hah...i'm kidding, shouting won't do any good.<br />
<br />
[[Category:Games]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Game:Grayscale&diff=26315Game:Grayscale2011-07-11T22:32:10Z<p>Master K: I'm creating this because I felt like documenting my game.</p>
<hr />
<div>{| class="toccolours" cellpadding="4" style="border: 1px solid #999999; float: right; margin: 0 0 1em 1em; width: 22em; border-collapse: collapse; font-size: 95%;"<br />
| align="center" colspan=2 bgcolor="#ccccff" style="font-size:110%; border: 1px solid #999999;" | '''Master K: Grayscale'''<br />
|-<br />
| style="border: 1px solid #999999;" align="center" colspan="2" | [[Image:GrayscaleTown.png]]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Developer(s)'''<br />
| style="border: 1px solid #999999; width:14em" | [[User:Master K|Master K]]<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Release date'''<br />
| style="border: 1px solid #999999;" | In-Progress<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Genre'''<br />
| style="border: 1px solid #999999;" | Fantasy RPG<br />
|- valign="top"<br />
| style="border: 1px solid #999999;" bgcolor="#ccccff" | '''Downloads'''<br />
| style="border: 1px solid #999999;" | Will Be Available Soon<br />
|}<br />
<br />
In the land of Monchromia, the elements are seemingly at balance. But, once you, the protagonist Brody, meet the king of Monchromia, you are plunged into a quest that will ultimatly lead you to facing the animated elements themselves.<br />
<br />
Along the way, you'll encounter various strange creatures, an interesting cast of characters, including a knight, a mage, a witch, and even a ninja. Will you be able to stop the raging elements from destroying Monchromia itself?<br />
<br />
== Characters ==<br />
<br />
'''Brody''': Our quirky, lovable protagonist. Brody lives in the small town of Gryl, which is situated in the White Forest. He is best friends with Melina, a girl who lives in Gryl aswell.<br />
<br />
'''Melina''': The main heroine of Grayscale. She lives in Gryl, along with Brody, her childhood best friend. She joins Brody after she recovers from being kidnapped by an angry force of nature...<br />
<br />
''May change without warning.''<br />
<br />
''More information will be added in time!''<br />
<br />
<br />
== Project Information ==<br />
<br />
Grayscale is an active project of mine. A highly flawed demo is out on Slime Salad forums at the moment, but it is still being worked on. I, [[User:Master K|Master K]], am highly lazy, so there are no set release dates. If you are interested in this game, or like it, then shout at me on Slime Salad to work harder. Hah...i'm kidding, shouting won't do any good.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=File:GrayscaleTown.png&diff=26314File:GrayscaleTown.png2011-07-11T21:58:13Z<p>Master K: uploaded a new version of &quot;File:GrayscaleTown.png&quot;: The beginning town of Grayscale.</p>
<hr />
<div>The beginning town of [[game:Grayscale|Grayscale]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=File:GrayscaleTown.png&diff=26313File:GrayscaleTown.png2011-07-11T21:55:57Z<p>Master K: The beginning town of Grayscale</p>
<hr />
<div>The beginning town of [[game:Grayscale|Grayscale]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=User:Master_K&diff=26312User:Master K2011-07-11T21:34:34Z<p>Master K: Making my page.</p>
<hr />
<div>== Introduction ==<br />
<br />
Hello dear reader, and congratulations for navigating to my page! I'm so sorry I don't have anything for you, you just popped by unexpectantly! You should really let me know before you come here. Don't be shy! Come on in, I think I might have some cookies in one of these shelves here...<br />
<br />
== About Me ==<br />
<br />
I go by the enigmatic name Master K. Thats as close to knowing my real name you'll get. I joined the community in June 2011. I'm Master K on both Slime Salad and Castle Paradox, so if you see that name, its yours truely. As for my age, i'm seemingly an enigma of a person, an ageless being, an eternally youthful creature...when in reality, i'm a teenager. Not too old, not too young, sort of in the middle. I'll leave my true age for you to guess for yourselves. <br />
<br />
I use the OHRRPGCE program, of course, but I felt the need to specify. I have been using it since sometime in March/April of 2010. I enjoy its simplicity and ease of use, and it's flexibility.<br />
<br />
== My Games ==<br />
<br />
Currently, I only have only a mere game released to my name, and its a flawed demo of a game I have in production, [[Game:Grayscale|Grayscale]]. It's my first serious project, since I tend to scrap anything that goes wrong in its early stages, so Grayscale is lucky to be surviving.<br />
<br />
----<br />
<br />
Leaving so soon? Oh well, I suppose. Come back anytime you want, I don't mind.</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Making_Complex_Attacks&diff=26243Making Complex Attacks2011-06-19T18:24:37Z<p>Master K: An addition. :D</p>
<hr />
<div>Tired of your boring attacks? Well, we have the cure for you! Add varity to your RPGs with these fantastic attack ideas! Well, what are you waiting for? Dig into our great list of attacks!<br />
<br />
'''''Feel free to add your attack ideas here, or suggest an attack you want made in discussion, it would be greatly appreciated!'''''<br />
<br />
= '''Common Ideas''' =<br />
<br />
These are ideas that everyone will most likly need to know and are in most RPGs. These are simple and many people new to OHR will like to know them. Here are ways that you can achive them if you don't yet know how. These ideas are easily customizable so you can try lots of different things to them.<br />
<br />
Be sure to read [[How can I make an attack do an exact amount of damage each time?]] if you would like certain attacks to do so, such as healing attacks.<br />
<br />
== Healing Attack ==<br />
<br />
Healing attacks are very simple. These attacks are often also used outside of battle, as [[Items]]. We will call this attack "Heal."<br />
<br />
* Make an attack.<br />
** Set the Target: ''Ally'' makes the attack usable on your heroes instead of the enemys.<br />
** Set the Damage: ''Pure'' prevents defense and magic defense from being included in the calculations. <br />
** Set the Base Atk Stat: 100 makes the attack do 100 damage, independent of the abilities of the hero who is using the item. You can raise and lower the damage by changing the Extra Damage, which is a percent of the normal damage <br />
** Edit the attack's bitsets, and turn on.<br />
*** "Cure instead of Harm" So that the attack will heal.<br />
*** "Usable outside battle" So it can be used as an item.<br />
*** "Do Not Randomize" So that it will always be the same.<br />
<br />
It's is basically all beacuse of the "Cure instead of Harm" which raises the target stat instead of lowering it.<br />
<br />
<br />
''You may also want to see:''<br />
*[[How do I make an item or spell that revives dead heroes?]]<br />
*[[How do I increase Maximum HP or MP through an Item?]]<br />
<br />
== Stat Increasing/Lowering Attack ==<br />
<br />
These attacks can increase stats such as Atk, Mag, and Def in battle. Although they can only be used in battle, and the stats go back to normal after the battle.<br />
* Make an attack.<br />
* Set the damage, it shouldn't too much unless it is a powerful attack.<br />
* Set the ''Target stat:'' to whatever stat you want to damage.<br />
Doing this you can damage stats like, attack, so when you use an attack it won't be as powerful.<br />
<br />
You can also raise the target stat, simply set the "Cure Instead of Harm" bitset on, and set the target settings to "Ally." In most cases this attack will also need to have the "Allow cure to exceed maximum" bitset on, so that it can raise the stat beyond its standard value.<br />
<br />
== Random Multiple Attacks ==<br />
<br />
The key to making complex attacks is chaining. Chaining is where you set one attack to "link" to another. There's a couple options to how it can link, primarily to set the probability of the second (or third, or fourth...) attack happening. Pummel is an attack that will repeat, for a random amount of times, until it stops. It is done by chaining attacks. We'll call this "Pummel."<br />
<br />
<br />
This "Pummel" attack is easy:<br />
* First, create an attack. Pummel is usually set to do low damage, since it will repeat.<br />
* Then, go to "Chaining" on the attack menu, and set it to chain to itself.<br />
* Make sure to give it a Chain Rate of less than 100%! Or it will keep going until the monster is dead. For those who don't know about percentage, 100% is all the time. 75% is most of the time. 50% is half the time. 25% is one quarter of the time.<br />
And that's all you need to do!<br />
<br />
Then in the game, when you use pummel it will attack, and if your lucky it will attack again, and again. Congrats! You did Pummel!<br />
<br />
----<br />
<br />
''WARNING'': If the attack has some type of requirement (HP,MP, or Gold), it will be deducted each time it attacks. So, if your pummel attack hits 5 times, and requires 5 MP to use, you'll lose 25 MP. <br />
<br />
However, this can be a convincing attack if it's like '''Steal MP''', and it has a negative MP requirement. Each time it attacks, you would gain that much MP. Beware, for unknown reasons, HP and MP don't do "negative requirements"...<br />
<br />
<!--@ Raekuul: I integrated your comment into the text.--><br />
<!--@ Thanks, man!--><br />
<br />
However, there is a way to aviod having the requirments repeated. (i.e. 5 attacks at 5 MP cost only equals 5 MP lost) It is just as easy, but takes slightly more effort:<br />
<br />
* Create an attack. This will be the first "blow" in the attack.<br />
* Create a second attack, which will be sucvessive blows.<br />
* Make sure it has no requirements!<br />
* Chain the first attack to the second, with 100% probability.<br />
* Chain the second attack to itself, and give itself less than 100%.<br />
<br />
And, voilá!<br />
<br />
== Charging Attack ==<br />
<br />
This is a way you can make an attack, that you must wait for a long time to unleash (like charging energy so the attack will be more powerful), but the damage should be alot.<br />
* To make a "Charging Attack," simply increase the "Delay Before Attack" alot.<br />
* Attacks like this are very powerful. So set the damage high.<br />
<br />
== Extended Animations ==<br />
<br />
Ok, let's say you have an attack (say, Über-l337 Gigadoken), but it just can't work with only three frames! Enter the "Extended Animation!"<br />
* Identify the main "segments" of the attack. Example: Ball of energy flies from sky to hero, ball of energy shoots to monster<br />
* Make seprate attacks for each segment, depicting said actions<br />
** Give it the "Don't show damage" bitset, and make it give no damage, except for the last segment, which should do however much damage the attack does.<br />
** That said, if you want more than one part to do damage or whatever, feel free to do that.<br />
* Chain each segment to the next, with a probability of 100%<br />
* The hero should have the first segment as an attack. That way it will show all the parts.<br />
<br />
TADA! Your done, and know you have a really spiffy attack!<br />
<br />
== Critical Hits ==<br />
<br />
This is more of an idea than a attack. It lets you give your attacks critical hits! Which are powerful blows that may rarely come after any attack. Something you get if you're lucky. <br />
<br />
* Make an attack, this will be your Critical Hit, it is rare, and should do a lot of damage, but not too much.<br />
* Perhaps make the animation just a big CRITICAL HIT! or something spiffy. If not, put critical hit in the captions box. <br />
* Anyway, then go to most of your attacks that don't have a chain on them, and chain them to, CRITICAL HIT! But make the chain rate about 10% or lower.<br />
<br />
[[Image:Chainrate10_howto.PNG]]<br />
<br />
This means, that when you use most attacks, there is a rare chance of getting an extra blow in there!<br />
* Try making an attack, that is slightly weaker than other attacks, but has a higher chance of getting a critical hit. An attack like this should not cost MP, since it has already sacrificed how much damage it does.<br />
<br />
== Status Side Effects ==<br />
<br />
Perhaps you want an attack like "Poison Punch." It will do damage but also may inflict poison on the enemy.<br />
<br />
* Make the attack, with damage and such.<br />
* Then make it chain to the attack that poisons the enemy.<br />
<br />
You can set the chain rate to 100% if you want it to always poison the enemy. Or less, if you want it to occasionally poison the enemy. You can use this idea with all status effects.<br />
<br />
<br />
''If you don't yet know how to use status effects see:''<br />
* [[Stun, Regen, Poison, and Mute]]<br />
<br />
= '''Specific Ideas''' =<br />
<br />
Here are some attacks that aren't used in every game, but they are neat ideas if you are looking some interesting attacks. Some of these are rather complex, and a new programmer may have trouble using some.<br />
<br />
== Stat Stealing Attack ==<br />
<br />
Perhaps your hero is a vampire type, and can steal enemies energy to use against them. Maybe by taking Attack from a monster, the hero can up his? Whatever the effect, you can steal stats from monsters, and this will show how:<br />
* Make an attack that has the following characteristics:<br />
** Target stat is whatever stat you want to steal<br />
** It should have the following bitsets on:<br />
*** Absorb Damage<br />
** It would probably look best if you use a "Reverse Projectile" graphics, to show that you're stealing a stat.<br />
<!--@ Thank you to Raekuul for this blindingly obvious info! --><br />
<br />
== Random Attacks ==<br />
<br />
This is a whole ''way'' to attack. We will call this "Chaos Box." The Chaos Box is a spell list, that is set to random. When used, it may do many things, sometimes good, really good, or sometimes bad, very bad. <br />
* Go to a Hero's Menu, and name a spell list, "Chaos Box," or some other spiffy name.<br />
* Then set the type of list to random effects.<br />
* Then make many attacks, some that will be standard, some that may attack many at once, some that will heal, and some that will heal enemies, some that will hurt heros, and some that cause status effects, be creative.<br />
** Make sure you set the "Automatically Choose Target" bitset on for each.<br />
* Then go back to the spell list and add all the attacks, make ones that are more common by adding multiple of those.<br />
* Then you are done.<br />
So if the player likes to take gambles than this is good for him/her!<br />
<br />
== Copy Attack ==<br />
<br />
This is a very cool idea, but it requires you to not use the "Steal Item" normally in the game. This attack copies an enemies attack. But it doesn't become usable until after the battle.<br />
* First, make your copying attack, make the animation or damage anything you want, but be sure to set the "Steal Item" bitset on.<br />
* For most enemies, create an item that will teach the hero how to use the enemies main attack.<br />
<br />
* Then for each enemy, in the "Rewards Menu"<br />
** Select the appropriate Item in Stealable Item<br />
** Make the Steal availability to unlimited, steal rate close to 100%, so it might not always work.<br />
<br />
Then, in the game, when you steal that item, you can teach it to your hero and he know can use that enemy's main attack! You can make these Items sellable, in case they get multiple ones.<br />
<br />
* Remember to change he global text strings! Edit all the ones about stealing.<br />
<br />
[[Image:global_attackhowto.PNG]]<br />
<br />
== HP/MP Reading Attack ==<br />
<br />
The Scan move from Final Fantasy games allows the player to see how much HP and MP an enemy has left before it dies. This can be important, strategically, in that you can focus more on high-powered attacks if an enemy is close to death.<br />
<br />
To implement an attack that reads HP, just follow these steps:<br />
* Make a new attack, call it "Scan" (or whatever you wish to call it).<br />
* Make it do nothing, but chain to an attack called "HP Left."<br />
* Then work on that attack.<br />
<br />
* Set the caption to something along the lines of "Scanning HP..."<br />
* Set the damage formula to "HP = 0% of current"<br />
<br />
[[Image:Liferead_hotwo.PNG]]<br />
<br />
* Set the following bitsets on it:<br />
** Ignore attacker's extra hits (so it only scans once)<br />
** Show damage without inflicting (so that you only ''show'' the damage, not actually do it)<br />
** Do not randomize (so that it shows ''exactly'' the HP, not +/- 20 points)<br />
** Mutable (if it's a magical attack, and you're using the mute status effect)<br />
** Show attack name (it will show the damage, then have "HP Left" next to it)<br />
<br />
[[Image:Bitsets_howto.PNG]]<br />
<br />
And, voila! When this attack is used on an enemy (or, a hero even), their current HP will "pop up" like regular damage, but they won't actually take damage. Also be sure to give the player the "Scan" attack, not the "HP left."<br />
<br />
To scan MP, you do exactly the same thing, but you set the Target stat to MP instead of HP. Also, be sure to change the caption, so as not to mislead players. You can also target other stats, but they are generally not as useful to know.<br />
<br />
If you want your Scan attack to scan both HP '''and''' MP, then you can make one attack for each, and then chain the HP attack to the MP attack, and it will do one after the other.<br />
<br />
== Quick Escaping Attack ==<br />
<br />
* Make an attack, that does no damage, but set the "Cause to run away" bitset on.<br />
<br />
Then if a player needed to run, but had little HP left and didn't think they had time to hold ESC. They could use they could use this attack to escape quickly.<br />
<br />
* Just as convenient would be to use the attack bitset: "Cause heroes to run away".<br />
<br />
However, it should be taken into account that this will not let your heroes run away if an enemy with the "unescapable" bitset is on the battle field.<br />
<br />
== Multiple Hitting Projectile ==<br />
<br />
Have you ever wanted to make an attack that hits more than one enemy, like, a tornado that ravages your enemies one at a time when you cast it, or throw something, and it bounces off all the enemies? Well, this is for you! What you need to do is:<br />
<br />
*Draw up the graphics of your tornado, or other projectile attack.<br />
*Set the attack animation to Sequential Projectile.<br />
<br />
And there you have it in a nutshell. If you want to spice it up, you can add more hits, making you throw that object or cast that tornado a couple more times, or make it an extended animation, causing you to whip up that whirlwind, then toss it at your enemy. Your imagination and the engines capability are the limit!<br />
<br />
== Death From Above ==<br />
Heres an interesting idea you can try to make. This idea consists of your hero jumping up into the air, projectiles falling down upon your enemy, and then you land. Heres how you can pull this off:<br />
<br />
*Draw up your attack animation for the thing that will fall on your enemy.<br />
*Make an attack that has attacker animation set to Jump.<br />
*Make an attack that has your dropping attack, and set its animation to drop.<br />
*Make an attack that has your attacker animation set to Land.<br />
*Chain them all together, and put its percentage to 100%.<br />
<br />
And there you have it. Remember, always set it to 100%, or you'll get stuck in the sky! As an added bonus, you could make copies of your falling attack, and put them in the chain between your Jump and Land, and set it to pick a random enemy so that your enemies will be mercilessly pelted.<br />
<br />
== Summoning Attacks ==<br />
A popular idea that supposedly began with a Final Fantasy title was to Summon Monsters into battle and have them attack. This is possible, but due to the size limitation of an Attack, you won't be able to Summon anything very large.<br />
<br />
To do this, you might want to start by making some sort of spiffy animation that brings a monster forth, like a bolt of lightning or a swirl of fire. Then, you'll need to make the actual monster picture, but it has to be an Attack picture, '''not an Enemy picture.''' If you want you can make it animate somehow, like making it fly, walk, laugh, roll, whatever. It's up to you!<br />
Finally, you'll want the actual attack animation that the Monster delivers, which can be anything that's appropriate for the monster, or you could recycle one of your already-made attack animations.<br />
<br />
Now, let's go into the Attack editor. If you decided to have a "summoning-in-progress" animation, then start with that. This will be an attack indicating that the summoning has started, so it should have almost no delay. It should also do no damage, so in the damage screen, be sure to select "No Damage." You should also go into the Attack Bitsets and turn on "Do not display damage" so that you don't have a 0 showing up on your target(s).<br />
Since this is a "summoning-in-progress" attack, you should do two last things:<br />
*Be sure to chain it to the Summoned Monster at a 100% chance, unless you have a reason for a lower percentage.<br />
*You might want to add a caption that says "Summoning [monster]..." if you want.<br />
<br />
As for the actual summoned monster, you should give it a fairly large Delay time, since Summons are considered powerful and time-consuming. Then, you should have Monster move toward the enemy in an appropriate fashion. If it's a winged creature, you might try the "Meteor" movement. If it's a walking critter, you should use the "Projectile" movement. And so on!<br />
<br />
Once again, since the actual attack hasn't been dealt yet, it should deal "No Damage" and the "Do not show damage" should be on. Now, for two more things:<br />
*Be sure to chain the Monster to its attack with a 100% chance.<br />
*If you want, you can have a caption saying "Summoned [monster]!" or "[Monster battle cry]!"<br />
<br />
Finally, you'll want to have the actual attack that the monster deals, which can be anything you want. Chances are you've already made a simple attack that could work for a monster. All in all, '''use your imagination!'''<br />
<br />
----<br />
<br />
{{HOWTO}}<br />
<br />
[[Category:HOWTO Chapters]]<br />
[[Category:Unfinished Articles]]<br />
[[Category:Battles]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Community_Links&diff=26239Community Links2011-06-19T00:59:21Z<p>Master K: </p>
<hr />
<div>__NOTOC__<br />
=Live=<br />
<br />
===[http://www.slimesalad.com/forum/ Slime Salad]===<br />
A Game Design community that will supply both discussions on game design and a game list. Has an active forum community.<br />
<br />
===[http://www.castleparadox.com/ Castle Paradox]===<br />
An OHRRPGCE community site with reviews, articles, a forum, and a huge list of downloadable OHRRPGCE games. Its forum community is less active than Slime Salad.<br />
<br />
===[http://superwalrusland.com/ohr/ HamsterSpeak]===<br />
An online magazine about OHR games, carrying on the torch passed by ''Reasonably Septaweekly,'' ''OHR Monthly'' and ''OHR Weekly''. Running for over two years!<br />
<br />
===[http://www.livejournal.com/community/ohrrpgce Livejournal OHRRPGCE Community]===<br />
An online OHRRPGCE-related Journal (somewhat rarely used these days)<br />
<br />
===[http://battleblaze.googlepages.com/ Indy OHR]===<br />
A new website dedicated to OHR and RPG creation in general.Indy OHR host contest and has its own<br />
Hall of Fame for contest winners. Home of the "RPG Webring" project.<br />
<br />
=Archived=<br />
===[http://rinku.castleparadox.com/Septa/ Reasonably Septaweekly]===<br />
A great online magazine dedicated to RPG making, featuring many OHRRPGCE games, as well as other game makers. Septaweekly is no longer in production, but the archives are available for your reading pleasure. Reasonably Septaweekly is a continuation of the Neearlier OHR devoted magazine, '''OHR Monthly''', and contains the archives of that magazine too!<br />
<br />
===[http://www.castleparadox.com/archive/operationohr/main.php Operation: OHR]===<br />
In its day, it was central to the OHR Community with a huge gamelist, reviews, news, features and articles. Op:OHR is now hosted on Castle Paradox.<br />
<br />
===[http://moogle1.castleparadox.com/scripts.php Moogle1's Plotscripting Tutorials]===<br />
A library of plotscripting tutorials and example scripts. This is being deprecated; see [[example scripts]] instead.<br />
<br />
===OHR Weekly [http://ohrweekly.castleparadox.com/ 2004 Issues] [http://www.castleparadox.com/archive/operationohr/ohrweekly.php 2001 Issues]===<br />
A weekly magazine covering the OHRRPGCE containing news, mini-reviews, articles, comics, editorials, and more. Also out of production, but with archives (in two different places). Ran for 19 issues in 2001 and 2004.<br />
<br />
=See Also=<br />
* [[Forums]]<br />
<br />
[[Category:Community]]</div>Master Khttps://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Making_Complex_Attacks&diff=26238Making Complex Attacks2011-06-19T00:50:55Z<p>Master K: </p>
<hr />
<div>Tired of your boring attacks? Well, we have the cure for you! Add varity to your RPGs with these fantastic attack ideas! Well, what are you waiting for? Dig into our great list of attacks!<br />
<br />
'''''Feel free to add your attack ideas here, or suggest an attack you want made in discussion, it would be greatly appreciated!'''''<br />
<br />
= '''Common Ideas''' =<br />
<br />
These are ideas that everyone will most likly need to know and are in most RPGs. These are simple and many people new to OHR will like to know them. Here are ways that you can achive them if you don't yet know how. These ideas are easily customizable so you can try lots of different things to them.<br />
<br />
Be sure to read [[How can I make an attack do an exact amount of damage each time?]] if you would like certain attacks to do so, such as healing attacks.<br />
<br />
== Healing Attack ==<br />
<br />
Healing attacks are very simple. These attacks are often also used outside of battle, as [[Items]]. We will call this attack "Heal."<br />
<br />
* Make an attack.<br />
** Set the Target: ''Ally'' makes the attack usable on your heroes instead of the enemys.<br />
** Set the Damage: ''Pure'' prevents defense and magic defense from being included in the calculations. <br />
** Set the Base Atk Stat: 100 makes the attack do 100 damage, independent of the abilities of the hero who is using the item. You can raise and lower the damage by changing the Extra Damage, which is a percent of the normal damage <br />
** Edit the attack's bitsets, and turn on.<br />
*** "Cure instead of Harm" So that the attack will heal.<br />
*** "Usable outside battle" So it can be used as an item.<br />
*** "Do Not Randomize" So that it will always be the same.<br />
<br />
It's is basically all beacuse of the "Cure instead of Harm" which raises the target stat instead of lowering it.<br />
<br />
<br />
''You may also want to see:''<br />
*[[How do I make an item or spell that revives dead heroes?]]<br />
*[[How do I increase Maximum HP or MP through an Item?]]<br />
<br />
== Stat Increasing/Lowering Attack ==<br />
<br />
These attacks can increase stats such as Atk, Mag, and Def in battle. Although they can only be used in battle, and the stats go back to normal after the battle.<br />
* Make an attack.<br />
* Set the damage, it shouldn't too much unless it is a powerful attack.<br />
* Set the ''Target stat:'' to whatever stat you want to damage.<br />
Doing this you can damage stats like, attack, so when you use an attack it won't be as powerful.<br />
<br />
You can also raise the target stat, simply set the "Cure Instead of Harm" bitset on, and set the target settings to "Ally." In most cases this attack will also need to have the "Allow cure to exceed maximum" bitset on, so that it can raise the stat beyond its standard value.<br />
<br />
== Random Multiple Attacks ==<br />
<br />
The key to making complex attacks is chaining. Chaining is where you set one attack to "link" to another. There's a couple options to how it can link, primarily to set the probability of the second (or third, or fourth...) attack happening. Pummel is an attack that will repeat, for a random amount of times, until it stops. It is done by chaining attacks. We'll call this "Pummel."<br />
<br />
<br />
This "Pummel" attack is easy:<br />
* First, create an attack. Pummel is usually set to do low damage, since it will repeat.<br />
* Then, go to "Chaining" on the attack menu, and set it to chain to itself.<br />
* Make sure to give it a Chain Rate of less than 100%! Or it will keep going until the monster is dead. For those who don't know about percentage, 100% is all the time. 75% is most of the time. 50% is half the time. 25% is one quarter of the time.<br />
And that's all you need to do!<br />
<br />
Then in the game, when you use pummel it will attack, and if your lucky it will attack again, and again. Congrats! You did Pummel!<br />
<br />
----<br />
<br />
''WARNING'': If the attack has some type of requirement (HP,MP, or Gold), it will be deducted each time it attacks. So, if your pummel attack hits 5 times, and requires 5 MP to use, you'll lose 25 MP. <br />
<br />
However, this can be a convincing attack if it's like '''Steal MP''', and it has a negative MP requirement. Each time it attacks, you would gain that much MP. Beware, for unknown reasons, HP and MP don't do "negative requirements"...<br />
<br />
<!--@ Raekuul: I integrated your comment into the text.--><br />
<!--@ Thanks, man!--><br />
<br />
However, there is a way to aviod having the requirments repeated. (i.e. 5 attacks at 5 MP cost only equals 5 MP lost) It is just as easy, but takes slightly more effort:<br />
<br />
* Create an attack. This will be the first "blow" in the attack.<br />
* Create a second attack, which will be sucvessive blows.<br />
* Make sure it has no requirements!<br />
* Chain the first attack to the second, with 100% probability.<br />
* Chain the second attack to itself, and give itself less than 100%.<br />
<br />
And, voilá!<br />
<br />
== Charging Attack ==<br />
<br />
This is a way you can make an attack, that you must wait for a long time to unleash (like charging energy so the attack will be more powerful), but the damage should be alot.<br />
* To make a "Charging Attack," simply increase the "Delay Before Attack" alot.<br />
* Attacks like this are very powerful. So set the damage high.<br />
<br />
== Extended Animations ==<br />
<br />
Ok, let's say you have an attack (say, Über-l337 Gigadoken), but it just can't work with only three frames! Enter the "Extended Animation!"<br />
* Identify the main "segments" of the attack. Example: Ball of energy flies from sky to hero, ball of energy shoots to monster<br />
* Make seprate attacks for each segment, depicting said actions<br />
** Give it the "Don't show damage" bitset, and make it give no damage, except for the last segment, which should do however much damage the attack does.<br />
** That said, if you want more than one part to do damage or whatever, feel free to do that.<br />
* Chain each segment to the next, with a probability of 100%<br />
* The hero should have the first segment as an attack. That way it will show all the parts.<br />
<br />
TADA! Your done, and know you have a really spiffy attack!<br />
<br />
== Critical Hits ==<br />
<br />
This is more of an idea than a attack. It lets you give your attacks critical hits! Which are powerful blows that may rarely come after any attack. Something you get if you're lucky. <br />
<br />
* Make an attack, this will be your Critical Hit, it is rare, and should do a lot of damage, but not too much.<br />
* Perhaps make the animation just a big CRITICAL HIT! or something spiffy. If not, put critical hit in the captions box. <br />
* Anyway, then go to most of your attacks that don't have a chain on them, and chain them to, CRITICAL HIT! But make the chain rate about 10% or lower.<br />
<br />
[[Image:Chainrate10_howto.PNG]]<br />
<br />
This means, that when you use most attacks, there is a rare chance of getting an extra blow in there!<br />
* Try making an attack, that is slightly weaker than other attacks, but has a higher chance of getting a critical hit. An attack like this should not cost MP, since it has already sacrificed how much damage it does.<br />
<br />
== Status Side Effects ==<br />
<br />
Perhaps you want an attack like "Poison Punch." It will do damage but also may inflict poison on the enemy.<br />
<br />
* Make the attack, with damage and such.<br />
* Then make it chain to the attack that poisons the enemy.<br />
<br />
You can set the chain rate to 100% if you want it to always poison the enemy. Or less, if you want it to occasionally poison the enemy. You can use this idea with all status effects.<br />
<br />
<br />
''If you don't yet know how to use status effects see:''<br />
* [[Stun, Regen, Poison, and Mute]]<br />
<br />
= '''Specific Ideas''' =<br />
<br />
Here are some attacks that aren't used in every game, but they are neat ideas if you are looking some interesting attacks. Some of these are rather complex, and a new programmer may have trouble using some.<br />
<br />
== Stat Stealing Attack ==<br />
<br />
Perhaps your hero is a vampire type, and can steal enemies energy to use against them. Maybe by taking Attack from a monster, the hero can up his? Whatever the effect, you can steal stats from monsters, and this will show how:<br />
* Make an attack that has the following characteristics:<br />
** Target stat is whatever stat you want to steal<br />
** It should have the following bitsets on:<br />
*** Absorb Damage<br />
** It would probably look best if you use a "Reverse Projectile" graphics, to show that you're stealing a stat.<br />
<!--@ Thank you to Raekuul for this blindingly obvious info! --><br />
<br />
== Random Attacks ==<br />
<br />
This is a whole ''way'' to attack. We will call this "Chaos Box." The Chaos Box is a spell list, that is set to random. When used, it may do many things, sometimes good, really good, or sometimes bad, very bad. <br />
* Go to a Hero's Menu, and name a spell list, "Chaos Box," or some other spiffy name.<br />
* Then set the type of list to random effects.<br />
* Then make many attacks, some that will be standard, some that may attack many at once, some that will heal, and some that will heal enemies, some that will hurt heros, and some that cause status effects, be creative.<br />
** Make sure you set the "Automatically Choose Target" bitset on for each.<br />
* Then go back to the spell list and add all the attacks, make ones that are more common by adding multiple of those.<br />
* Then you are done.<br />
So if the player likes to take gambles than this is good for him/her!<br />
<br />
== Copy Attack ==<br />
<br />
This is a very cool idea, but it requires you to not use the "Steal Item" normally in the game. This attack copies an enemies attack. But it doesn't become usable until after the battle.<br />
* First, make your copying attack, make the animation or damage anything you want, but be sure to set the "Steal Item" bitset on.<br />
* For most enemies, create an item that will teach the hero how to use the enemies main attack.<br />
<br />
* Then for each enemy, in the "Rewards Menu"<br />
** Select the appropriate Item in Stealable Item<br />
** Make the Steal availability to unlimited, steal rate close to 100%, so it might not always work.<br />
<br />
Then, in the game, when you steal that item, you can teach it to your hero and he know can use that enemy's main attack! You can make these Items sellable, in case they get multiple ones.<br />
<br />
* Remember to change he global text strings! Edit all the ones about stealing.<br />
<br />
[[Image:global_attackhowto.PNG]]<br />
<br />
== HP/MP Reading Attack ==<br />
<br />
The Scan move from Final Fantasy games allows the player to see how much HP and MP an enemy has left before it dies. This can be important, strategically, in that you can focus more on high-powered attacks if an enemy is close to death.<br />
<br />
To implement an attack that reads HP, just follow these steps:<br />
* Make a new attack, call it "Scan" (or whatever you wish to call it).<br />
* Make it do nothing, but chain to an attack called "HP Left."<br />
* Then work on that attack.<br />
<br />
* Set the caption to something along the lines of "Scanning HP..."<br />
* Set the damage formula to "HP = 0% of current"<br />
<br />
[[Image:Liferead_hotwo.PNG]]<br />
<br />
* Set the following bitsets on it:<br />
** Ignore attacker's extra hits (so it only scans once)<br />
** Show damage without inflicting (so that you only ''show'' the damage, not actually do it)<br />
** Do not randomize (so that it shows ''exactly'' the HP, not +/- 20 points)<br />
** Mutable (if it's a magical attack, and you're using the mute status effect)<br />
** Show attack name (it will show the damage, then have "HP Left" next to it)<br />
<br />
[[Image:Bitsets_howto.PNG]]<br />
<br />
And, voila! When this attack is used on an enemy (or, a hero even), their current HP will "pop up" like regular damage, but they won't actually take damage. Also be sure to give the player the "Scan" attack, not the "HP left."<br />
<br />
To scan MP, you do exactly the same thing, but you set the Target stat to MP instead of HP. Also, be sure to change the caption, so as not to mislead players. You can also target other stats, but they are generally not as useful to know.<br />
<br />
If you want your Scan attack to scan both HP '''and''' MP, then you can make one attack for each, and then chain the HP attack to the MP attack, and it will do one after the other.<br />
<br />
== Quick Escaping Attack ==<br />
<br />
* Make an attack, that does no damage, but set the "Cause to run away" bitset on.<br />
<br />
Then if a player needed to run, but had little HP left and didn't think they had time to hold ESC. They could use they could use this attack to escape quickly.<br />
<br />
* Just as convenient would be to use the attack bitset: "Cause heroes to run away".<br />
<br />
However, it should be taken into account that this will not let your heroes run away if an enemy with the "unescapable" bitset is on the battle field.<br />
<br />
== Multiple Hitting Projectile ==<br />
<br />
Have you ever wanted to make an attack that hits more than one enemy, like, a tornado that ravages your enemies one at a time when you cast it, or throw something, and it bounces off all the enemies? Well, this is for you! What you need to do is:<br />
<br />
*Draw up the graphics of your tornado, or other projectile attack.<br />
*Set the attack animation to Sequential Projectile.<br />
<br />
And there you have it in a nutshell. If you want to spice it up, you can add more hits, making you throw that object or cast that tornado a couple more times, or make it an extended animation, causing you to whip up that whirlwind, then toss it at your enemy. Your imagination and the engines capability are the limit!<br />
<br />
== Summoning Attacks ==<br />
A popular idea that supposedly began with a Final Fantasy title was to Summon Monsters into battle and have them attack. This is possible, but due to the size limitation of an Attack, you won't be able to Summon anything very large.<br />
<br />
To do this, you might want to start by making some sort of spiffy animation that brings a monster forth, like a bolt of lightning or a swirl of fire. Then, you'll need to make the actual monster picture, but it has to be an Attack picture, '''not an Enemy picture.''' If you want you can make it animate somehow, like making it fly, walk, laugh, roll, whatever. It's up to you!<br />
Finally, you'll want the actual attack animation that the Monster delivers, which can be anything that's appropriate for the monster, or you could recycle one of your already-made attack animations.<br />
<br />
Now, let's go into the Attack editor. If you decided to have a "summoning-in-progress" animation, then start with that. This will be an attack indicating that the summoning has started, so it should have almost no delay. It should also do no damage, so in the damage screen, be sure to select "No Damage." You should also go into the Attack Bitsets and turn on "Do not display damage" so that you don't have a 0 showing up on your target(s).<br />
Since this is a "summoning-in-progress" attack, you should do two last things:<br />
*Be sure to chain it to the Summoned Monster at a 100% chance, unless you have a reason for a lower percentage.<br />
*You might want to add a caption that says "Summoning [monster]..." if you want.<br />
<br />
As for the actual summoned monster, you should give it a fairly large Delay time, since Summons are considered powerful and time-consuming. Then, you should have Monster move toward the enemy in an appropriate fashion. If it's a winged creature, you might try the "Meteor" movement. If it's a walking critter, you should use the "Projectile" movement. And so on!<br />
<br />
Once again, since the actual attack hasn't been dealt yet, it should deal "No Damage" and the "Do not show damage" should be on. Now, for two more things:<br />
*Be sure to chain the Monster to its attack with a 100% chance.<br />
*If you want, you can have a caption saying "Summoned [monster]!" or "[Monster battle cry]!"<br />
<br />
Finally, you'll want to have the actual attack that the monster deals, which can be anything you want. Chances are you've already made a simple attack that could work for a monster. All in all, '''use your imagination!'''<br />
<br />
----<br />
<br />
{{HOWTO}}<br />
<br />
[[Category:HOWTO Chapters]]<br />
[[Category:Unfinished Articles]]<br />
[[Category:Battles]]</div>Master K