Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

Stat-based tags?

 
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP!
View previous topic :: View next topic  
Author Message
RelicMaker




Joined: 04 Aug 2013
Posts: 18
Location: Somewhere between Jacobstown and New Canaan

PostPosted: Wed Dec 04, 2013 8:44 am    Post subject: Stat-based tags? Reply with quote

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
View user's profile Send private message Send e-mail AIM Address Yahoo Messenger
Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Wed Dec 04, 2013 10:22 am    Post subject: Reply with quote

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
View user's profile Send private message Send e-mail Visit poster's website
RelicMaker




Joined: 04 Aug 2013
Posts: 18
Location: Somewhere between Jacobstown and New Canaan

PostPosted: Wed Dec 04, 2013 12:08 pm    Post subject: Reply with quote

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
View user's profile Send private message Send e-mail AIM Address Yahoo Messenger
Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Wed Dec 04, 2013 2:42 pm    Post subject: Reply with quote

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
View user's profile Send private message Send e-mail Visit poster's website
RelicMaker




Joined: 04 Aug 2013
Posts: 18
Location: Somewhere between Jacobstown and New Canaan

PostPosted: Wed Dec 04, 2013 5:21 pm    Post subject: Reply with quote

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
View user's profile Send private message Send e-mail AIM Address Yahoo Messenger
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Dec 06, 2013 2:00 am    Post subject: Reply with quote

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
View user's profile Send private message Send e-mail
Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Fri Dec 06, 2013 7:23 am    Post subject: Reply with quote

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
View user's profile Send private message Send e-mail Visit poster's website
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Dec 07, 2013 3:38 am    Post subject: Reply with quote

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
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP! All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group