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Counterattacking enemies!

 
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Fri Oct 01, 2010 7:28 am    Post subject: Counterattacking enemies! Reply with quote

The current nightly builds now support enemy counterattacks!

Enemies can counterattack specific elementals, or counterattack damage
to specific stats.

Only one counterattack can be triggered by a single attack, so if the
triggering attack has multiple elementals, only the first match matters
(but I will probably make a bitset to override that and allow multiple
counterattacks in special cases)

Right now counterattacks are all-or-nothing. I haven't decided how to
make them more conditional, or only happen a certain percent of the
time, but you can currently already fake all that with chains.

Counterattacks are always non-blocking.

Editing counterattacks is found in the enemy editor under "Attacks..."

Heroes are going to get some counterattacking support too, but I haven't decided yet how it will work.

Counterattacking is pretty basic right now, so I am open to ways to make it cooler.
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Blacklight_Studios
Expert of the third person...




Joined: 15 Dec 2010
Posts: 29

PostPosted: Wed Dec 15, 2010 8:47 am    Post subject: Reply with quote

Maybe you could make the counterattack as some kind of setting in the attacks menu of the stable version.

Meaning that if you want a certain attack to be a counter, you would turn that option on in the menu, then you can change the particular settings of the attack, like percentages that it'll work, as well as the element or attack tybe it's triggered by.

I'm not sure how you would put that into the source code, or if it'll even work, but it's an idea.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Wed Dec 15, 2010 9:51 am    Post subject: Reply with quote

Some simple suggestions would be attack bitsets:
*Do not trigger counter attack on fail
*Do not trigger counter attack on miss
*Never trigger counter attack

A possibly more complicated suggestion would be a new chain setting:
*target counters current attack with [new atk #] some % of the time, or on the conditionals that we have available in the chain browser.
This would be just like chaining, except we now have the original target's stats to work with instead of the original attacker. Not sure about the icky details here, like what would get precedence between an enemy's defined counterattack and the attack's forced counterattack.
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FyreWulff
Still Jaded




Joined: 02 Apr 2005
Posts: 406
Location: The Internet

PostPosted: Mon Dec 20, 2010 5:01 pm    Post subject: Reply with quote

Does this mean the Counter stat finally does something after 13 years? Hooray!
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
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Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Mon Dec 20, 2010 5:23 pm    Post subject: Reply with quote

Silly Fyre, the Ctr stat has been doing more things than any other stat!
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Dec 21, 2010 7:04 am    Post subject: Reply with quote

In other words, no, the Ctr stat will never do anything.

(Also, only counter attacks for enemies are implemented.)
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FyreWulff
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Joined: 02 Apr 2005
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PostPosted: Tue Dec 21, 2010 9:15 am    Post subject: Reply with quote

Moogle1 wrote:
Silly Fyre, the Ctr stat has been doing more things than any other stat!


Maybe it was named Counter because it doesn't actually do what it does.

Meta
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Moogle1
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PostPosted: Tue Dec 21, 2010 11:05 am    Post subject: Reply with quote

Haha. How prescient of James.
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Ronin Catholic
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Joined: 23 Jul 2007
Posts: 530
Location: My Girlfriend

PostPosted: Sat Dec 25, 2010 8:46 pm    Post subject: Reply with quote

Or maybe because it only counts. The stat does nothing besides having a number.

Radical.
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