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Do not display weapon on strike

 
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satyrisci
~guo~




Joined: 28 Feb 2007
Posts: 73

PostPosted: Wed Dec 17, 2008 5:12 pm    Post subject: Do not display weapon on strike Reply with quote

Is there a bitset I can use with attacks along the lines of "do not display weapon" ... I have a character armed with a pistol that displays when attacking, but I would like him to have a dash in attack if he runs out of ammo. Unfortunately when he does this it shows the pistol firing off in the enemies face :S..

Feature request? Other suggestions?

Thanks. Smokin'
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Thu Dec 18, 2008 1:04 am    Post subject: Reply with quote

I'd recommend making the shooting attack use 'cast' and then having the hero's two attack frames used for his alternate attack.

Pistols are generally pretty small, so there wouldn't much of a point to give each one its own Weapon Image.

Shooting also only really has one necessary frame of attack (The recoil).
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Moogle1
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Halloween 2006 Creativity Winner
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Joined: 15 Jul 2004
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Location: Seattle, WA

PostPosted: Thu Dec 18, 2008 8:50 am    Post subject: Reply with quote

It'd be nice to have a "weapon override" bit in the attack settings. That way, my Magical Knight could use his Magic Flaming Sword attack without needing to wear a flaming sword, and attacks that shouldn't display weapons could suppress them.
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satyrisci
~guo~




Joined: 28 Feb 2007
Posts: 73

PostPosted: Thu Dec 18, 2008 5:08 pm    Post subject: Reply with quote

If I make the shooting attack "cast only" then whenever I use items or other abilities he brandishes and fires his gun.
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
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PostPosted: Thu Dec 18, 2008 6:39 pm    Post subject: Reply with quote

satyrisci wrote:
If I make the shooting attack "cast only" then whenever I use items or other abilities he brandishes and fires his gun.


As far as graphical oddities go, I don't think that would look too bad.
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satyrisci
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Joined: 28 Feb 2007
Posts: 73

PostPosted: Thu Dec 18, 2008 6:42 pm    Post subject: Reply with quote

Also: If I have an attack that damages (for instance) the Speed attribute, is there any way to prevent that attack from lowering the attribute to zero? Eg: I would like to be able to damage the speed, and if the attack is used multiple times I would not like speed to drop below 1 (otherwise the target cannot do anything at all).. Only solution I can think of is having the attack chain to a second attack that automagically adds 1 point of speed to the target afterwards.
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Thu Dec 18, 2008 7:58 pm    Post subject: Reply with quote

Or, if you don't want it to stack at all, just turn on the "reset target stat to maximum before inflicting damage" bitset.
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satyrisci
~guo~




Joined: 28 Feb 2007
Posts: 73

PostPosted: Thu Dec 18, 2008 8:26 pm    Post subject: Reply with quote

Also, certain close combat techniques drain speed to reflect stamina loss... I would not like this to drop below 1 either.

Edit: % based attacks damage Smokin'

PS: http://castleparadox.com/gamelist-display.php?game=820
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Fri Dec 19, 2008 8:30 am    Post subject: Reply with quote

I don't like the way speed curves.

speed 1 gets a turn every 54.9 seconds
speed 2 gets a turn every 27.5 seconds
speed 3 gets a turn every 18.3 seconds
speed 4 gets a turn every 13.7 seconds
speed 5 gets a turn every 11.0 seconds
speed 6 gets a turn every 9.2 seconds
speed 7 gets a turn every 7.8 seconds
speed 8 gets a turn every 6.9 seconds
speed 9 gets a turn every 6.1 seconds
speed 10 gets a turn every 5.5 seconds
speed 11 gets a turn every 5.0 seconds
speed 12 gets a turn every 4.6 seconds
speed 13 gets a turn every 4.2 seconds
speed 14 gets a turn every 3.9 seconds
speed 15 gets a turn every 3.7 seconds
speed 16 gets a turn every 3.4 seconds
speed 17 gets a turn every 3.2 seconds
speed 18 gets a turn every 3.1 seconds
speed 19 gets a turn every 2.9 seconds
speed 20 gets a turn every 2.7 seconds
speed 21 gets a turn every 2.6 seconds
speed 22 gets a turn every 2.5 seconds
speed 23 gets a turn every 2.4 seconds
speed 24 gets a turn every 2.3 seconds
speed 25 gets a turn every 2.2 seconds
speed 26 gets a turn every 2.1 seconds
speed 27 gets a turn every 2.0 seconds
speed 28 gets a turn every 2.0 seconds
speed 29 gets a turn every 1.9 seconds
(time estimates do not include attack delays and time spent in animations when the speed meters pause)

As you can see, the speed difference for low speeds is huge, but for high speeds, the speed difference is totally inconsequential.

I ought to put in an option for a linear speed formula.
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