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Your use of the Ctr stat
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Moogle1
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PostPosted: Mon Jul 28, 2008 2:39 pm    Post subject: Reply with quote

TwinHamster (Posted: Mon Jul 28, 2008) wrote:
The Mad Cacti (Posted: Mon Jul 28, 2008) wrote:
Hmm, good idea. I just raised the hero editor limit to 999.


Has this updated version been uploaded anywhere?
The latest nightly don't seem to have changed it.


Wait for it...
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TwinHamster
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PostPosted: Mon Jul 28, 2008 3:01 pm    Post subject: Reply with quote

Eh?! I was sure that he posted that yesterday.
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Rya.Reisender
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PostPosted: Mon Jul 28, 2008 10:28 pm    Post subject: Reply with quote

Maybe he didn't commit his changes yet. :p
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Bob the Hamster
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PostPosted: Tue Jul 29, 2008 8:00 am    Post subject: Reply with quote

Nightly build froze last night. I'll force a manual re-build.
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Mr B




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PostPosted: Tue Jul 29, 2008 11:20 am    Post subject: Reply with quote

In Perilous Plunge lite I changed Ctr to Bdy and used Body to represent the character's general vitality. Equipping objects (especially armor) reduces Body. If Body goes below zero, then Speed is reduced by that amount.

Body also affected the rate of HP regeneration outside of battle.
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FnrrfYgmSchnish
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PostPosted: Fri Aug 01, 2008 6:50 pm    Post subject: Reply with quote

Right now, I'm using Counter as a nameless "target helper" stat, so that spells that can hit either heroes or enemies start on the right side.

All heroes have 0, all enemies have 1. Single-target healing spells (that can also be used to zap undead enemies) are set up to target whoever has the lowest Counter stat, which will always be the heroes... since it'd just be weird to have all your healing spells target the enemies by default.

----

Speaking of that, I just thought of a new attack bitset... "Spread only targets one party" (or something along those lines) for All/Spread attacks. Because right now, All/Spread results in the attack hitting everything on the screen; as far as I can tell there's no way to make a "choose which side to hit" spread attack.
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TwinHamster
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PostPosted: Sat Aug 02, 2008 5:16 am    Post subject: Reply with quote

Dark Blubber wrote:
Speaking of that, I just thought of a new attack bitset... "Spread only targets one party" (or something along those lines) for All/Spread attacks. Because right now, All/Spread results in the attack hitting everything on the screen; as far as I can tell there's no way to make a "choose which side to hit" spread attack.


If you only want the effect to reach party members, why don't you just use:
Target Class: Ally
Target Setting: Spread

And if that's no good, you could try the attack bitsets 'Cannot target enemy slot 0' through 'Cannot target enemy slot 7'.
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msw188




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PostPosted: Sat Aug 02, 2008 8:23 am    Post subject: Reply with quote

That isn't what he's saying, TwHam. He means having an attack where the player can choose whether it spreads on his allies or his enemies. Most classic RPGs that I've played support this kind of behavior. It would be nice for many advanced tactics for the PLAYER to need (the author, as you said, can pre-program this behavior with bitsets and different targetting options).
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TwinHamster
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PostPosted: Sat Aug 02, 2008 9:24 am    Post subject: Reply with quote

msw188 wrote:
That isn't what he's saying, TwHam. He means having an attack where the player can choose whether it spreads on his allies or his enemies. Most classic RPGs that I've played support this kind of behavior. It would be nice for many advanced tactics for the PLAYER to need (the author, as you said, can pre-program this behavior with bitsets and different targetting options).


I'm not sure why, but I read "party" and instantly thought "player". My bad.

There really should be built in target party feature, but could this be performed through chained attacks?

The first attack would just record a target while the second attack would target 'recorded target' but then use the 'Spread' target setting?

[edit] Recorded Target is no good. Now testing Previous target.
[edit] Previous Target is not any better.
[edit] TwHam sounds naughty.
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Ronin Catholic
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PostPosted: Thu Aug 06, 2020 5:59 pm    Post subject: Reply with quote

My typical use of the "Ctr" stat is to name it something like "Charisma" or "Presence" and it represents the amount of attention the character grabs, or "aggro" in MMO terminology.

Most monsters have one to three physical attacks:
- One always targets the hero in the first available slot (party leader)
- One always targets a random hero (so 1/4 times it will be the party leader)
- One always targets whoever has the highest Ctr (who might also be the leader...and the best-armored)

One thing I've never implemented yet in any game where I've done this was to make attacking monsters cause them to add to your threat counter, which they absolutely should (I usually have this as "planned, not implemented yet"). Attacking them with their weakness element should add more. So if your mage keeps using spread attacks, he keeps getting seen as more of a threat until the enemies start preferring to target him over the fighter. Stealthy characters having debuffs to their own aggro counter and tanky characters having buffs to it.
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