View previous topic :: View next topic |
Author |
Message |
RelicMaker
Joined: 04 Aug 2013 Posts: 18 Location: Somewhere between Jacobstown and New Canaan
|
Posted: Wed Dec 04, 2013 8:44 am Post subject: Stat-based tags? |
|
|
Can tags be turned on or off in conjunction with stats? For example, can I have a tag turn on when a character is in HP critical?
I want to give the heros a chance of performing special attacks when their HP is low, like Final Fantasy V's desperation attacks.
EDIT: I know theres a chain condition for HP being below a certain point, but what I want to do is have a spell that turns on that tag, like the Aura spell of final fantasy _________________ Trixie is best pony. Tavi is a close second. |
|
Back to top |
|
 |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Wed Dec 04, 2013 10:22 am Post subject: |
|
|
Hmmm... there isn't an easy way to do this, but I do think it is possible
You could make the aura spell turn on the "Aura is Active" tag.
Then for the hero desperation tags you could have a multi-part chain.
The first part is the regular attack
it has an instead-chain that chains to a desperation attack if the attacker's HP is below 20%
The desperation attack has an instead-chain which chains to a copy of the regular attack if the aura tag is OFF
The duplicate copy of the regular attack has no instead-chain
This should work, but it sucks that you need 2 copies of each regular attack, especially if you have a whole bunch of attacks.
Also, this works nicely if Aura affects the whole party, but if you need to be able to have a separate aura for each hero, then this will get way more complicated. |
|
Back to top |
|
 |
RelicMaker
Joined: 04 Aug 2013 Posts: 18 Location: Somewhere between Jacobstown and New Canaan
|
Posted: Wed Dec 04, 2013 12:08 pm Post subject: |
|
|
The thing is I want them to be able to access their desperation attacks WITHOUT the Aura spell as long as their HP is under 20%; Aura would remove that requirement.
In my game, each character has a set group of weapons to choose from, each of which has its own attack. Swords, Daggers, Hammers and Staves. Each attack has a 10% chance, if the character's HP is under 20%, to chain to an attack called Desperate (really just a caption to let the player know whats happening), which then chains to the actual attack.
What I have so far is:
<Fighter>
Attack
-if HP<20%, instead 10% chance to chain
desperate1
-100% chance chain
SonicBlade
<Cleric>
Attack
-if HP<20%, instead 10% chance to chain
desperate2
-100% chance chain
HammerTime
<Rogue>
Attack
-if HP<20%, instead 10% chance to chain
desperate3
-100% chance chain
Assassin
<Wizard>
Attack
-if HP<20%, instead 10% chance to chain
desperate4
-100% chance chain
Ultima
My goal is to have a spell that allows them to use that desperation attack without having <20% HP. _________________ Trixie is best pony. Tavi is a close second. |
|
Back to top |
|
 |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Wed Dec 04, 2013 2:42 pm Post subject: |
|
|
Hmmm... How do you feel about the desperation attack appearing as a separate menu item when the Aura effect is active?
EDIT: Wait, nevermind. I have not implemented tag conditionals for hero battle menu items yet. |
|
Back to top |
|
 |
RelicMaker
Joined: 04 Aug 2013 Posts: 18 Location: Somewhere between Jacobstown and New Canaan
|
Posted: Wed Dec 04, 2013 5:21 pm Post subject: |
|
|
Seems like thats not something that can be done. Cept perhaps without oodles of plotscripting. Oh well, thoughts for the future perhaps. _________________ Trixie is best pony. Tavi is a close second. |
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Fri Dec 06, 2013 2:00 am Post subject: |
|
|
So what are we lacking? It seems like I've seen many questions about how to do something and the answer turned out to require creating a whole series of attacks with chaining conditions or duplicating attacks. It sounds like the ability to create more complicated chaining conditionals would be quite helpful. Namely multiple requirements for a chain (eg tag 3 on and tag 4 off), or multiple chains of the same type (chain to attack 3 instead if tag 3 on, chain to attack 3 instead if tag 4 on). _________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Fri Dec 06, 2013 7:23 am Post subject: |
|
|
Multiple conditionals for each chain sounds like a great feature.
It probably would not even be all that hard to implement-- not in battle anyway. The hard part is the new data for the attack lumps. I have been putting off converting attack data into reload because I wanted to do it with the editor editor-- another project I have been putting off :) |
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Sat Dec 07, 2013 3:38 am Post subject: |
|
|
It does seem pretty sensible to convert the attack editor to an editedit menu at the same time as switching attacks to RELOAD, otherwise it would require a complete rewrite twice.
I still haven't even played around with editedit yet, and I can't think of any lump which would be a high priority for converting to RELOAD and which has an editor that would greatly benefit from using editedit. (Eg textboxes are a high priority, but most of the data could happily continue to live inside the TextBox UDT, which is used in the editor, so no need to switch to editedit) _________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
|