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Control who attacks who

 
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Calehay
...yeah.
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Joined: 07 Jul 2004
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PostPosted: Fri Nov 26, 2004 5:28 pm    Post subject: Control who attacks who Reply with quote

Is there anyway to make an attack hit a certain person? I'm asking because of my idea for a battle game

Quote:
I have an idea for a battle system for my new game.

(This is highly inspired by Sukodien IV, Grandia (I'm guessing all of them) even ripped at times, so if you've played the game it will be very familiar.)

Each character has 2 regular attacks, a Regular, and a Critical (Names will change.) The Regular attack attacks the character twice, but has less chance of hitting then the critical. The Critical takes more than one hit, and has more of a chance of hitting.

While playing the Sukodien IV demo (which was highly unenjoyable, but I'm sure the full game is much better.) I fell in love with the Combo system. I thought about it, and here's my version.
Combos take two characters (or more, maybe special combos?) turns and performs a pimp a** move. However, the pimpness(coolness, if you have put 2 and 2 together) of this move is hindered or helped by the other members in your party. For example, I thought of have two people doing a move, a Avampire and a Glangan, when BVampire was in the party, the move increases power. Of course, if the BVampire's lover (story segment, not going to spoil. Just hear me out.) is in the party, it hinders the performance. Then, if the BVampire's lover and the BVampire are both in the party, the effect cancels (or does some nice number thing.)


I've found a way to decrease a character's speed for a limited time, but the problem remains making that person get to that point. Should I just scrap this idea?
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
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PostPosted: Sat Nov 27, 2004 2:50 pm    Post subject: Reply with quote

For the certain person thing, if you're asking for an attack that can attack the same guy twice or something, you could use the "store target" option in the attacks menu. But a combo move? You should either try a
hell-of-a-lotta scripting, or you could just give up and try to work on someting a little simpler.

With the speed thing, you would probably need an attack that would hit an enemy, and make it spawn into an invisible enemy, make the enemy decrease the speed of "character", then have it wait a while until the spawn does another attack to put the speed back to normal.

I have no clue about what you are talking about when you say "character". Oookay...

Do you mean a hero or an enemy?
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Calehay
...yeah.
Class B Minstrel



Joined: 07 Jul 2004
Posts: 549

PostPosted: Sat Nov 27, 2004 3:00 pm    Post subject: Reply with quote

Hero.

Actually, I thought about doing the drop in speed like a jump move; chaining it to a move that happened a while later. Will this work?
Enemy combos would be cool too, but that seems like I'm throwing more wood on an already burning building.

I'll have to see how store target works. I might be able to work with it.

Edit: I just got an idea. I have to modify my idea a little bit to get it to work, though.

In the menu list, you have the ability to choose Combo. When you choose it, you can pick any of the members of the party using the targeting thing of Ally not Self. Then, that cause the attack is chained to an attack which uses the last targeted to decrease that person's speed, which is chained to an attack that performs the damaging attack for the enemies, which is chained to an attack that brings the heroes speed back to normal.

The only thing that is cut out of the system is people affecting the effectiveness of the attack. I might be able to come up with something.
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Last edited by Calehay on Sat Nov 27, 2004 3:13 pm; edited 1 time in total
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TwinHamster
♫ Furious souls, burn eternally! ♫




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PostPosted: Sat Nov 27, 2004 3:08 pm    Post subject: Reply with quote

Calehay wrote:
chaining it to a move that happened a while later. Will this work?
Enemy combos would be cool too, but that seems like I'm throwing more wood on an already burning building.


Whoa... Your grammer is confusing me. "A move that happened a while later?" Do you mean "Happens a while later?"

I'm going to assume that you do.

You don't need to decrease the speed in that case. If an attack is being chained to another, your hero won't do anything anyway. So if you just set the "wait for ticks" option in the attack menu to say... 75 ticks, then it won't matter if the hero has a lower or higher speed.
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Calehay
...yeah.
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Joined: 07 Jul 2004
Posts: 549

PostPosted: Sat Nov 27, 2004 3:17 pm    Post subject: Reply with quote

Sorry. I'm typing fast. I mean a move that happens later. If the player won't do anything anyway, then I can just keep the speed the same, and use the idea I had previously.

Now the only problem is making effectiveness issues, but I might not be able to do those.

Thanks for the help
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