This will only effect the psp port all other ports do not change in any way they can run any resolution they want.
O Ilusionista said:Please help me to know.
Can you log Your damage? What s wrong?
I tested yet and it seems to work well
What happens is what I shown in the last video. Before your update, the enemy Soldier (health 80), receives 35 points of damage per throw, so it takes 3 throws to die. After your update, he dies in only two.
I use Bloodbane's scripted throw for this, which had worked since I started this project back in 2013.
But won't it be the same case of Android, which runs fullscreen by default? I got your point for PC, but for PSP I think it won't hurt to run it in fullscreen by default.Damon Caskey said:Not in this case, no. Resolution mode is the author's prerogative and full screen is up to the user. Defaults are fine, but I will not allow any code change that forces a choice on them. Sorry.
DC
Forget what I said. I started the scripted slam in the wrong way.I did not touch local var...
Maybe you have trouble with that script...
I don know your script. Maybe after clear var you need to nullify it.
That is the question you need to answerOk I unnderstand that you have a HP issue.
But why?
Its not 'my script', its from Bloodbane. Many people uses this system for years and it always worked. Once you changed it, the damage have issues.See your script please...
keep in mind that this new build set the real opponent now. in old build the opponent was self always.
I see that you use grabbing to check your opponent.
Since you are more experienced than me, won't it be better to you grab my game and check yourself? I don't want to sound rude or lazy, its just because you are a better coder than me.I need more info from your debug, not just the video to show the issue.
Thanks.
what this means?Now added doattack and didhit scripts.
O Ilusionista said:So the damageonlanding was wrong all the time? Its possible.
So now the damage is done when the entity lands on the ground, like before?
I never compiled OpenBOR before, so I will wait for someone to compile it so I can test it.
name flame_m
type none
antigravity 100
palette data/chars/effects/puff/0001.png
subject_to_wall 0
subject_to_platform 0
subject_to_obstacle 0
no_adjust_base 0
setlayer 9997
animationscript data/scripts/script.c
anim idle
loop 0
delay 1
offset 12 28
drawmethod alpha 1
frame data/chars/effects/puff/0001.png
@cmd unbind
frame data/chars/effects/puff/0001.png
delay 2
frame data/chars/effects/puff/0002.png
frame data/chars/effects/puff/0003.png
@cmd dasher 0 2
frame data/chars/effects/puff/0004.png
frame data/chars/effects/puff/0005.png
frame data/chars/effects/puff/0006.png
frame data/chars/effects/puff/0007.png
frame data/chars/effects/puff/0008.png
frame data/chars/effects/puff/0009.png
frame data/chars/effects/puff/0010.png
frame data/chars/effects/puff/0011.png
frame data/chars/effects/puff/0012.png
frame data/chars/effects/puff/0013.png
frame data/chars/effects/puff/0014.png
frame data/chars/effects/puff/0015.png
@cmd suicide
frame data/chars/marianne/blank.png
@cmd throw 35 5 0 5 0 0
@script
void self = getlocalvar("self");
void target = findtarget(self);
int THealth = getentityproperty(target,"health");
setglobalvar("targetLife", THealth);
@end_script
@cmd throw 35 5 0 5 0 0
O Ilusionista said:Hi WD,
Finally I had time to learn how to compile (at least for Windows).
I've made some tests with the build I've compiled right now against the version I am using.
...
nsw25 said:tested latest version, crashes my game during gameplay.
...
Ahhhhhhhhhhhhh now it makes sense, lolYou damage is more then old builds because, new version of openbor use a right damage calculation.
Old builds are wrong, the new damage on landing now works with offense and defense factor.
I am going to test this right now!fixed get/set level property bugs
@script
changelevelproperty("wall",0,"z");
@end_script
Loading models............... Done!
Object engine init........... Done!
Input init................... No Joystick(s) Found!
Done!
Create blending tables....... Done!
Save settings so far........ Done!
Loaded 'bgfx'Level Loading: 'data/levels/ngreece1.txt'
Total Ram: 2147483647 Bytes
Free Ram: 2147483647 Bytes
Used Ram: 117014528 Bytes
Loaded 'knight' from data/chars/enemies/knight/knight.txt
Loaded 'wrath' from data/chars/enemies/monsters/wrath/wrath.txt
Level Loaded: 'data/levels/ngreece1.txt'
Total Ram: 2147483647 Bytes
Free Ram: 2147483647 Bytes
Used Ram: 118607872 Bytes
Total sprites mapped: 5125
@script
changelevelproperty("wall", 0, 100, 120, 0, 0, 90, 90, 32, 60);
@end_script
Invalid subproperty for wall.
Function changelevelproperty(prop, value) received invalid value(s).
Dumping values: 0, 100, 120, 0, 0, 90, 90, 32, 60,
Script function 'changelevelproperty' returned an exception, check the manual for details.
parameters: 13, 0, 100, 120, 0, 0, 90, 90, 32, 60,
O Ilusionista said:White Dragon, I've compiled it again and tested the levelproperty, but it doesn't works.
..
script @script
void main() {
if ( openborvariant("in_level") ) {
changelevelproperty("wall",0,"z", 99);
//or
getlevelproperty("wall",0,"z");
}
}
@end_script
@script
if ( openborvariant("in_level") ) {
changelevelproperty("wall",0,"z", 1);
changelevelproperty("wall",1,"z", 1);
}
@end_script
@script
changelevelproperty("wall",0,"z", 1);
changelevelproperty("wall",1,"z", 1);
@end_script