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

Time limits on attacks?

 
Post new topic   Reply to topic    Castle Paradox Forum Index -> Creative Corner
View previous topic :: View next topic  
Author Message
Chronoas




Joined: 18 Sep 2008
Posts: 37

PostPosted: Sun Oct 18, 2009 8:15 am    Post subject: Time limits on attacks? Reply with quote

This is probably the most appropriate place I could find for placing this, since it is a 'creative idea' I came up with, so sorry if this doesn't belong.

Anyway, lately, I've been pondering a feature that I've always kind of wanted to have, and have yet been unable to do so. That being having a sort of 'time limit' on attacks. What I mean is, have the damage to an attack be undone after a certain period of time. Now, I've thought of two different ways this could be done.

The first option would be to add a 'time limit' function in, say, the damage settings for an attack. An 'Undo after:' that is defaulted to off, and gives you two numbers, a minimum and maximum time. So, say, I set a poison attack to 'Undo After:' to 50 to 100 ticks(or seconds). As you may guess, the effect of said attack would be undone after a random period of time between the two given numbers.

The other option, and the idea I most prefer, is to add a "Run in Background" bitset to an attack. You see, the closest thing I can think of to doing what I suggest is to have an attack that does whatever, and then have a chained attack after a period of delay that undoes it. Unfortunately, to my knowledge, at the moment, doing it this way causes the ready meter of the character who is doing it to not fill in the meantime. This, unfortunately, makes to not so much an effect that wears off, then an attack that is later undone by said character, and that doesn't make much sense. So, I figure, the easiest way to program it in, and also maintain back-compatibility, is to add in a "Run in Background" bitset to an attack. Any attack that has this bitset on would not pause the ready meter while waiting for the delay. Thus, you could simply make an attack that does damage, then have a chained attack with a substantial delay "Run in Background" that later undoes the damage.

Benefits of such a feature would include the ability to finally have poison and regen that wears off, not to mention the makeshift status effects you could make. For example, "Blind", which drops a character's Accuracy by an amount for a period of time. "Slow" and "Stop", which drops a character's speed (and evasion!) by varying amounts for a period of time. "Illusion Attacks", attacks that do 'damage' that wears off after a period of time. A "Morphine" item, that 'restores' a characters life for a period of time. You could make makeshift poison and regen effects (that affect other stats!). And a whole lot more.

Admittedly, I don't know much about OHR's programming, but this addition, particularly the second one, doesn't seem like it would require much work. Both methods seem to have their disadvantages. Namely, the first doesn't add the nice flexibility for new move ideas that "Background running" attacks do, the second doesn't allow much variability for wear off time (though this may be changed by some creativity and the new chaining options) and COMPLETELY undoing the previous attack's effect may be tricky if the first attack's damage was randomized (the issue is a minor one, though). However, I think it would add a lot of new options as far as making attacks goes. Thoughts?
Back to top
View user's profile Send private message
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Sun Oct 18, 2009 9:32 am    Post subject: Reply with quote

The functionality you describe falls under the blanket of "effects" and is planned for some future release.

"The Arcade" is the forum for talking about gamemaking and related topics, although it doesn't matter too much.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
binoal




Joined: 20 Jun 2009
Posts: 123
Location: My Own Little World

PostPosted: Sun Oct 18, 2009 2:41 pm    Post subject: Reply with quote

run in background would be a really cool bitset, especially with being able to make your own status effects!
_________________
Resident Evil RPG Demo

http://www.castleparadox.com/gamelist-display.php?game=963

Legend Of Zelda: Reptilian Warlord Demo

http://www.castleparadox.com/gamelist-display.php?game=961
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Sun Oct 18, 2009 7:08 pm    Post subject: Reply with quote

Sounds like 'Plan for queueable attacks'.

I'll be tackling that sometime after the Ypsiliform stable release.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Chronoas




Joined: 18 Sep 2008
Posts: 37

PostPosted: Mon Oct 19, 2009 5:34 am    Post subject: Reply with quote

Wow, that DOES sound very similar. I'm glad to hear there are already plans for this in the works. Happy
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> Creative Corner All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot 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