A couple quick questions

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ncw64
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A couple quick questions

Post by ncw64 »

I'm not sure if any of this was something someone put as a HotOHR request or not or not, but either way...

In the nightly is there any way to:

Affect elemental bitsets in battle? Like use a "Fire Aura" that changes the % taken from Fire?

Put a cap on how much increase or decrease is allowed in battle from buffs and debuffs.
Ex: Standard DEF stat is 100. Say I want the "cap" to be 50% from wherever the standard stat is, so it gives all buffs and debuffs room to work as long as it never increases above 150 or decreases below 50. Similar to the Dragon Quest or Golden Sun style where two spells would usually cap out the amount of increase or decrease.

Have battle animations last longer without just making multiple animations with chained attacks?

Have an attack that hits everyone, but then chains to attack which might only hit certain people? Like a poison wave that first damages everyone, but then has an X% chance to poison each person individually, but not a 20% to do EVERYONE or NO ONE. Would this just be best (or only possible) to do through multiple chains with a 20% each kinda thing?

Have more flexibility on registers, like poison for instance? So when a bleed hits with a poison it doesn't just add together and then go away together. Like a Drain-over-time effect would be best separated from other poisons, but definitely not necessary at all, just wondering!

Thanks for any help in advance! It's much appreciated :)
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mjohnson092088
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Post by mjohnson092088 »

question 1. no, there is no way to affect elemental bitsets in battle.

2. no, there is no cap as to how much you can "buff". technically, there is no such thing as a "buff" right now. you are altering stats semi-permanantly (only in battle). there were plans for "buffs" to be kept track of as a seperate stat, but not implemented yet.

3. you can increase the number of times the attack "attacks". what i do is have an attack hit multiple times, but does no damage. then i chain it to an attack that has no animation, but does the intended damage. it's great for explosion effects.

4. not sure exactly what you mean... i guess you could chain the "poison wave" to 4 seperate attacks, each one only targeting a specific hero slot via the "do not target hero slot X" bitsets. you would have to have the attack chain normally, then use the "else" chain to target the next character in line if the normal chain fails. for example:

"poison wave": chain "target hero 1"

target hero 1: chain "target hero 2"
else chain "target hero 3"
target hero 2: chain "target hero 3"
else chain "target hero 4"
target hero 3: chain "target hero 4"
else chain "none, cuz there are no more heros!"

is that what you meant?
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ncw64
Slime Knight
Posts: 223
Joined: Mon Jun 21, 2010 4:11 am
Location: Edinboro, PA

Post by ncw64 »

Yup, that just about covers it. Thanks a ton! It's good to get this out of the way before I plan out how to balance my heroes, haha
You can't fix stupidity.
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