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how do I make surely miss an attack
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sun Apr 10, 2005 12:42 am    Post subject: how do I make surely miss an attack Reply with quote

Sorry for posting so numerous messages. I would like to make an attack that make completly decrease the aviability of the ennemy to attack me and only me.
(if the ennemy attacks one of my fellow I want him to manage to do it normally)
Could someone help me to do that ?
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Iblis
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Joined: 26 May 2003
Posts: 1233
Location: Your brain

PostPosted: Sun Apr 10, 2005 10:34 am    Post subject: Reply with quote

Make an attack that targets your character and raises its evasion to some ridiculous number. I think that's as close as you can get.
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bis_senchi




Joined: 08 Jun 2004
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Location: Reims, France

PostPosted: Sun Apr 10, 2005 11:11 pm    Post subject: hum hum... Reply with quote

Is there a way to force an ennemy to launch an specific attack after I've launch a specific attack too ?

Ex: I launch my defense spell and automatically for the turn
the ennemy launch an attack that target me and which evasion raise is ridiculous. -> the ennemy miss its attacks and the other heroes can play and try to beat him!
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Mike Caron
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Joined: 26 Jul 2003
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Location: Why do you keep asking?

PostPosted: Mon Apr 11, 2005 6:15 am    Post subject: Reply with quote

Not precisely, but you can fake it:

Make another attack which chains to the evasion attack. It should target you, but make the "caster animation" null, so that you don't move when you cast it.
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Tue Apr 12, 2005 9:41 pm    Post subject: Ok I think that's what I need Reply with quote

All right! Let's try that. Could you please make a little guideline for me please ?

Here are my attacks :

defense spell (-> boost the defense stat) (100% chain to defense spell2)
defense spell2 (50 ticks later make come back normal the def stat)
hurt (basic ennemy attack)
hurt and bless (medium ennemy attack)etc...

So? What spell does what ? And what bitsets should be active for each ?
Thanks on advance for the help !
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Mike Caron
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PostPosted: Wed Apr 13, 2005 3:37 am    Post subject: Reply with quote

defense spell: as you say, it boosts defense. I assume you already have this.
defense 2: ditto
hurt: This is the one that should miss, right? That means that defense 1 should chain to this, and this should chain to defense 2:
defense 1->hurt (misses)->defense 2
hurt 2: I don't know where this comes from.

Now that I think about it, do you want the enemy to randomly attack you after you cast the first spell? If so, you can't do that. Or, if you just want to show that you're "untouchable", you can do what I outlined above/before.
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Raekuul
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Joined: 31 Mar 2004
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PostPosted: Wed Apr 13, 2005 10:01 am    Post subject: Reply with quote

What about setting the target to "First target"? surely that'll work for enemies as well?
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The Drizzle
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PostPosted: Wed Apr 13, 2005 10:51 am    Post subject: Reply with quote

the first target option doesn't work yet.
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Wed Apr 13, 2005 9:35 pm    Post subject: all right Reply with quote

Hum hum.
"defense1" is chained to "hurt" which is chained to "defense2". Ok but what do I do if the ennemy launch another attack "hurt and curse" for example.

As it won't be chained the ennemy will make lost heal points to my hero !
May be we can do something for that too !
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Mike Caron
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PostPosted: Thu Apr 14, 2005 3:11 am    Post subject: Reply with quote

It doesn't matter, since your hero has crazy evasion, right?

Defense 1 (raises stats)->Hurt (misses)->*twiddle thumbs for 50 ticks*->Defense 2 (lowers stats)

If an enemy attacks sometime during the 50 ticks, it will miss, since the hero is very evasive.
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bis_senchi




Joined: 08 Jun 2004
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Location: Reims, France

PostPosted: Thu Apr 14, 2005 6:11 am    Post subject: hum hum Reply with quote

Just for me to know does the high evasion level has something to do with ability to get out of battles ?

Thanks in advance!
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Mike Caron
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PostPosted: Thu Apr 14, 2005 6:29 am    Post subject: Reply with quote

Er, I don't think so. It's random, AFAIK.

Edit: And, the boosted evasion stat wouldn't help in this case anyway, since the hero is inactive until the full chain is done.
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Thu Apr 14, 2005 11:10 pm    Post subject: Ok! after a few tests! Reply with quote

All right! I am getting closer to what I need.

No let's focus on the attack motion. I would like my hero do not move at all. I would like that people think the hero is not making two chained attacks. I would like him(or her) just to stay where he is when is making defense 1 and 2.

Could someone advise me for the attack motions ?
Unfortunatelly I can't make the speed go down to zero but may be with the stunned effect... Stunned effect is exactly what I need but I don't know well how to use it!
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Thu Apr 14, 2005 11:17 pm    Post subject: Moreover Reply with quote

Moreover, I can use the stun register option because my attack focuses on increasing and decreasing the dog stat so that the attack is missed.

May the solution would be an stunned register attack that can absorb damage and cure instead of harm but there would be a problem to make the stat normal at the end of the attack...

Anyway thanks very much for the help. Feel free to post any suggestions!
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Mike Caron
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PostPosted: Fri Apr 15, 2005 3:28 am    Post subject: Reply with quote

Ok, here's how a chain works:

A series of chained attacks is executed during one "turn". Since a hero can only do one thing each turn, he can not do anything while the chain is executing. That means that between defense 1 and defense 2, he cannot:

~ attack with a regular attack
~ attack with magic/whatever
~ use an item
~ run away
~ dance
~ write poetry
~ etc.

You don't need to touch his speed, since he's already immobile.

Now, if you just want to make him not animate while casting the spell, that's different. You need to set the "attacker animation" for the spells to "Null".
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