msw188 wrote:
And as soon as I discovered the new system, I got ideas for special equipment that makes your hero 'easier' or 'harder' to heal. Could make for an interesting choice. Is the super-armor worth it if it's so resistant to everything, it's even resistant to healing spells???
I was doing this with the old element system. In Wolf's Quest the wizard could wear a pair of sunglasses that protected him from Light spells, which basically meant the heals and undead-destroying laser crosses. In Maces Wild, part of Hera's ensemble will ultimately include a medkit, which will double the healing she recieves, while TOBMAC will always be resistant to medical treatment and immune to healing food by virtue of being, well, a robot.
Remeber: God made you special and he loves you very much. Bye!
DukeofDellot wrote:
I was thinking of the "delay doesn't block further action", bitset.
And I just went and tested it. Attacking breaks the chain.
msw188 wrote:
I don't think a hero CAN attack in the middle of a no-delay chain.
I was thinking of the "delay doesn't block further action", bitset.
And I just went and tested it. Attacking breaks the chain.
this is true. i made multi-part attacks while trying to make longer animations for spells, but the chains get interrupted by an attack if a command is chosen. it still chains to the second part of the attack animation afterwards, but a character can pre-emptively heal themselves in the middle of the attack. and fyi, these multi-part attack animations do NOT have delays.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
DukeofDellot wrote:
I was thinking of the "delay doesn't block further action", bitset.
And I just went and tested it. Attacking breaks the chain.
msw188 wrote:
I don't think a hero CAN attack in the middle of a no-delay chain.
I was thinking of the "delay doesn't block further action", bitset.
And I just went and tested it. Attacking breaks the chain.
When a chained attack is non-blocking it forces a delay of 1 tick, even if you asked for a 0 tick delay.
If you don't want the chain to be interruptible, just don't turn on the "delay doesn't block further action" bitset.
Baconlabs wrote:
I particularly remember the staff whack being more powerful than any spell in your repertoire, it was just a pain to get close enough to hit some enemies with it.
Yeah, I'll concede that point. Although the melee attack was stronger than most beginning spells, they made it hard to get close later in the storyline.
Baconlabs wrote:
I'd imagine ending up with an unnecessarily complex game of rock-paper-scissors of Pokemonesque proportions.
I disagree. While Pokemon offers around 8 "elements", it doesn't capture my point in bringing up Quest. It would work like the aforementioned FF: Crystal Chronicles. assuming you have 4 basic elements and can only mix two together for a variety of spells, you'd have 12 combinations. That's given that the spells are different if the combination is the other way around. Ie: Earth->elec= some kind of stat buff, while elec->earth= Thunderball.
HAHAHAHAHAHAHAHAHAHHA.......... No.



