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'Previous Damage' only applies to Damage to Health?
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TwinHamster
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PostPosted: Tue Feb 10, 2009 2:40 pm    Post subject: 'Previous Damage' only applies to Damage to Health? Reply with quote

So I'm trying to implement a system into my battles where all actions will affect the user's "Threat Level".
Attacking, buffing, and etc. will all increase it.

The amount of Threat that is increased is supposed to be proportional to the effect of the action.
Attacks all work perfectly; however, buffs are a totally different figure.

The "Previous Damage" only seems to be recorded when damage is actually inflicted.
As buffs increase stats, they don't seem to fall under the requirements to have their values recorded.

Does anybody have a workaround to this?

I've thought of adding in extra attacks to all buffs that would essentially deal the same magnitude of the buff as damage (It would have 'Show damage without inflicting' and 'Do not display damage'), but this seems like it'd be awfully tedious.

Thanks
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Moogle1
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PostPosted: Tue Feb 10, 2009 4:13 pm    Post subject: Reply with quote

You could have all actions chain to an attack that increases the Threat stat (the Aggro stat?). Enemies prefer to target the character with the highest Threat. Optionally, enemies can reduce heroes' Threat rating when they attack them, so that the same hero isn't always targeted.

This sounds cool.
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TwinHamster
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PostPosted: Tue Feb 10, 2009 4:16 pm    Post subject: Reply with quote

Moogle1 wrote:
You could have all actions chain to an attack that increases the Threat stat (the Aggro stat?). Enemies prefer to target the character with the highest Threat. Optionally, enemies can reduce heroes' Threat rating when they attack them, so that the same hero isn't always targeted.

This sounds cool.


Yeah, that's what I've got going so far.
A surprisingly accurate guess, wow o_o

I borrowed the concept from an idea regarding a [Guard] type of skill, which would pretty much "steal" a moderate amount of Threat from an ally.
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Bob the Hamster
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PostPosted: Tue Feb 10, 2009 8:46 pm    Post subject: Re: 'Previous Damage' only applies to Damage to Health? Reply with quote

TwinHamster wrote:

The "Previous Damage" only seems to be recorded when damage is actually inflicted.
As buffs increase stats, they don't seem to fall under the requirements to have their values recorded.

Does anybody have a workaround to this?


After reading this, I looked through the battle code and confirmed that yes, previous damage is only recorded when it is actually damage.

I have added a new counterpart to recording previous damage, which records previous cure. You will be able to use it to build your threat stat based on buffs.

Try tonight's nightly build.
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TwinHamster
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PostPosted: Tue Feb 10, 2009 9:04 pm    Post subject: Reply with quote

Hooray, these work great. Thanks! :D
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Moogle1
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PostPosted: Tue Feb 10, 2009 9:44 pm    Post subject: Reply with quote

TwinHamster wrote:
I borrowed the concept from an idea regarding a [Guard] type of skill, which would pretty much "steal" a moderate amount of Threat from an ally.


That's also a great idea. You could make a Provoke/Taunt command easily, too.
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Newbie_Power




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PostPosted: Wed Feb 11, 2009 1:02 am    Post subject: Reply with quote

The threat level mechanic is an amazing idea. Ton of potential flexibility.
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TwinHamster
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PostPosted: Wed Feb 11, 2009 4:48 am    Post subject: Reply with quote

As equipment also affects 'Threat'; depending on the stats they give, it'd also be pretty easy to make weird stuff like...
Armor that gives horrid defense but a magnificent Threat Decrease.

So yeah, fun stuff in store.
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Bob the Hamster
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PostPosted: Wed Feb 11, 2009 8:12 am    Post subject: Reply with quote

TwinHamster wrote:
As equipment also affects 'Threat'; depending on the stats they give, it'd also be pretty easy to make weird stuff like...
Armor that gives horrid defense but a magnificent Threat Decrease.


+1 magic boxer shorts of nonthreateningness
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The Drizzle
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PostPosted: Wed Feb 11, 2009 9:51 am    Post subject: Reply with quote

I'm doing the exact same thing with a threat stat in my game. My battle system was inspired (obviously) by MMOs, mainly WoW. What's great about threat is that instead of the battle being focused on damage, that goal is reliant on effective threat management. It opens the door for such a greater variety of attacks.

Here's an idea you might want to use... I am using it in my game but feel free to use it too if you aren't already. I'm using the Extra Hits stat as a multiplier for any threat increases. Every other attack ignores extra hits.

I like it because it lets the user get stats and equipment that can have minor effects on their threat generation but enough to be an incentive to use them.

Everyone has a default multiplier as well. Tanks actually have lower threat multipliers so it's almost a necessity to equip them with higher multipliers. DPSers and healers have higher multipliers for the opposite reason.

What roles in the battle are you using? Are they traditional DPS, tank, healer roles? Do you have any hybrid classes or anything completely different?

Now if only I could figure out a way for each enemy to record threat for each hero. That'd be amazing.
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TwinHamster
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PostPosted: Wed Feb 11, 2009 10:17 am    Post subject: Reply with quote

The Drizzle wrote:
Here's an idea you might want to use... I am using it in my game but feel free to use it too if you aren't already. I'm using the Extra Hits stat as a multiplier for any threat increases. Every other attack ignores extra hits.


Is there a way that lets you choose which attacks allow the Extra-hits stat to come into action?
Because I've always had the impression that Extra-hits gave you extras for all attacks.
If so, that's a really interesting idea!

Quote:
What roles in the battle are you using? Are they traditional DPS, tank, healer roles? Do you have any hybrid classes or anything completely different?


The two heroes I've currently got would probably fit...rogue and makeshift tank?
I'm also adding an FE/Pokemon class advancing system, so the heroes' specific duties become even lesser defined.
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The Drizzle
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PostPosted: Wed Feb 11, 2009 10:35 am    Post subject: Reply with quote

Quote:
Is there a way that lets you choose which attacks allow the Extra-hits stat to come into action?


Yeah, there's an attack bitset called "Ignore Extra Hits" or something along those lines. I really wish there was a way to copy and paste bitsets from one attack to another because it gets pretty time consuming doing this.

Quote:
I'm also adding an FE/Pokemon class advancing system, so the heroes' specific duties become even lesser defined.


That sounds really cool. It might be interesting to afford them the opportunity to be even more defined.

How do you handle healing?
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TwinHamster
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PostPosted: Wed Feb 11, 2009 10:43 am    Post subject: Reply with quote

Quote:
Yeah, there's an attack bitset called "Ignore Extra Hits" or something along those lines. I really wish there was a way to copy and paste bitsets from one attack to another because it gets pretty time consuming doing this.


Seconded :(

Quote:
How do you handle healing?


The game is still young, so potions and healing fountains are pretty sufficient.
I'll probably give some heroes healing abilities later on.
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Moogle1
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PostPosted: Wed Feb 11, 2009 2:12 pm    Post subject: Reply with quote

The Drizzle wrote:
Yeah, there's an attack bitset called "Ignore Extra Hits" or something along those lines. I really wish there was a way to copy and paste bitsets from one attack to another because it gets pretty time consuming doing this.


There's something in bugzilla to that effect. (You're welcome.)

Now you're making me want to work this type of thing into a game of mine.
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TwinHamster
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PostPosted: Wed Feb 11, 2009 2:55 pm    Post subject: Reply with quote

Moogle1 wrote:
The Drizzle wrote:
Yeah, there's an attack bitset called "Ignore Extra Hits" or something along those lines. I really wish there was a way to copy and paste bitsets from one attack to another because it gets pretty time consuming doing this.


There's something in bugzilla to that effect. (You're welcome.)

Now you're making me want to work this type of thing into a game of mine.


If you do, then it becomes a race! (Well, I guess it's already sort of a race...)

Races are good, btw.
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