Issue with Attack Chains
Posted: Tue Oct 09, 2012 2:05 am
I've got many attack chains planned for my game. For almost all of them, an accuracy check is implemented somewhere at the beginning or in the middle of the chain to determine whether the attack can finish and do extra damage or add extra effects.
Here's one example: A net-wielding enemy throws a net that is meant to cripple the target. Attack 1 deals damage, Attack 2 lowers strength, and Attack 3 lowers speed. The only attack that has a chance of missing is the first one - I'd like to have the entire chain fail or end early if the first attack misses.
Another example: An enemy uses a fancy magic spell to lower the target's stats. Attack 1 has an animation and displays the spell's name, Attack 2 shoots a projectile at the target, Attack 3 lowers accuracy, and Attack 4 lowers dodge. Attack 2 has a chance of missing, hypothetically preventing the target's stats from being lowered.
However, as they behave now, all of my chains continue with the next attack in the list regardless of whether the previous attack connected or missed. This remains true whether the Do not chain if attack fails bitset is on or off. I've tested it both ways in an environment where the accuracy-checking attack in the chain is guaranteed to miss. No matter what, the chain continues.
Am I missing something? Is this a bug? I'd like to have these attack chains running with a chance of failure based on the standard Accuracy and Dodge stats. I'm using the Alectormancy+2 2012-06-15 build.
Here's one example: A net-wielding enemy throws a net that is meant to cripple the target. Attack 1 deals damage, Attack 2 lowers strength, and Attack 3 lowers speed. The only attack that has a chance of missing is the first one - I'd like to have the entire chain fail or end early if the first attack misses.
Another example: An enemy uses a fancy magic spell to lower the target's stats. Attack 1 has an animation and displays the spell's name, Attack 2 shoots a projectile at the target, Attack 3 lowers accuracy, and Attack 4 lowers dodge. Attack 2 has a chance of missing, hypothetically preventing the target's stats from being lowered.
However, as they behave now, all of my chains continue with the next attack in the list regardless of whether the previous attack connected or missed. This remains true whether the Do not chain if attack fails bitset is on or off. I've tested it both ways in an environment where the accuracy-checking attack in the chain is guaranteed to miss. No matter what, the chain continues.
Am I missing something? Is this a bug? I'd like to have these attack chains running with a chance of failure based on the standard Accuracy and Dodge stats. I'm using the Alectormancy+2 2012-06-15 build.