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Multiple Lives

 
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AxeCrazyOrc




Joined: 29 Jul 2017
Posts: 1

PostPosted: Sat Jul 29, 2017 10:37 pm    Post subject: Multiple Lives Reply with quote

A concept I'd like to do is have a character gain a specific status effect, Wounded, on reaching 0 hp. Then, if they reach 0 hp again while Wounded, they die. A character that's wounded can be healed but suffers penalties until they are. A dead character is removed from the game and gone forever.
Does the engine allow for this?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2522
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sun Jul 30, 2017 1:38 pm    Post subject: Reply with quote

I can't think of a way to do this in the ohrrpgce's battle system.

It is a good idea though. I wish I could help.
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Fri Aug 04, 2017 4:57 am    Post subject: Reply with quote

What I'd do here is to use HP to merely present the state wounded or not. So every hero just has 2 Max HP. When he's at 1 HP it's like he's wounded and when he's at 0 HP he's dead. An after battle plotscript can remove any hero with 0 HP from the party.

Then you'd need to design skills that can only deal 1 HP damage at max but they only deal damage on certain other conditions.

There are various ways you can go about the conditions. One would be to use the DEF stat so that DEF actually works like HP. Attacks reduce DEF and then deal HP damage that is reduced by DEF. Their base damage is 1 and is reduced by DEF so as long as DEF is higher than 1, the HP damage will be 0.

An alternative would be to deal damage through skill chaining and then you can put all the logic in the skill chain condition. "Only chain to 1 HP damage skill if target stat is 0".

Heal skills then again don't restore HP but instead increase DEF / the chain stat.


Edit: I guess skill chaining is actually easier. You can make the 1 HP damage skill always chain to another skill that fully recovers the chain stat again.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3218
Location: Matakana

PostPosted: Fri Aug 04, 2017 5:11 am    Post subject: Reply with quote

Yes, you can do that, but instead of changing the meaning of the HP and DEF skills there's a simpler way using chaining: use the CTR stat (which does nothing, so you're free to use it for whatever you want) to indicate 'Wounded". Lets say 0 means OK and 1 means wounded

Then as Rya said, make every attack chain to a special sequence of attacks:
-if HP has reached 0 then chain:
-if CTR is 0 (not wounded) then chain:
-heal to full HP and chain:
-increase CTR by 1
-chain to further attacks to cause any debuffs you want

Unfortunately this doesn't work for multi-target attacks
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