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Slime Knight
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Some questions about what the engine can, and can't do 
 PostSat Aug 27, 2011 4:13 pm
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So if there is another page where this stuff is answered just send me there, don't want to waste anyone's time! But anyways:

Can you effect elemental resistances in battle? It'd be cool to be able to like boost someone's fire resistance, or make them less resistant to CURE element.

Is there any way to make an enemy MORE LIKELY to attack the first slot, or actually whatever given slot you want, but not attack it, and only it. Besides giving them copies of the same attack which target differently since there are only 5 attack slots.

Is there any way to have a threat system in which you could "taunt" and enemy or whatever and force it to target a certain hero or slot? (I was gonna use the CTR stat for this, but I don't know how to get it working).

Is there any non like 3 scan chain way to have an attack use the target's stat as it's attack stat (so that a buff could increase defense by say 50% of the TARGET's defense, not 50% of the caster's)?

This one may seem stupid but it really has stumped me :| How can i do a critical effect (even only for physical attacks) without making a 0 based attack which sends the hero forward first? Like, it works fine... it just looks kind of silly that the hero has to step forward and then back in order to decide if he wants to critical hit or not.

I don't think this one exists, but might as well ask it anyways: Is there any way to have non-stacking, but multiple versions of any stat effect? So that I could burn without poison essentially. Well really, to prevent stacking (which is way too powerful) while still making different types of DOTs useful.

If I can think of anymore I'll definitely post em, thank you guys for any and all answers you can provide!
You can't fix stupidity.
King Slime
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 PostSat Aug 27, 2011 4:25 pm
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Cool ideas. I would've liked a minor feature, which would be to check for enemy stats with a chain.

The intial idea mimics the Slime Arena's Coup de Grace attack. The attack ingame would deal crap damage, and if the enemys dodge is not below 10, it would fail. If it was below, the attack would hit and OHKO the enemy for hidden, yet massive damage.
Slime Knight
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 PostSat Aug 27, 2011 4:26 pm
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Haha yea, I'm pretty sure you can scan enemy stats already, I just haven't gotten around to doing it and It'd be cool if there was a way around doing it to use someone else's stats
You can't fix stupidity.
Reigning Smash Champion
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 PostSat Aug 27, 2011 5:05 pm
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Quote:
Is there any way to make an enemy MORE LIKELY to attack the first slot, or actually whatever given slot you want, but not attack it, and only it. Besides giving them copies of the same attack which target differently since there are only 5 attack slots.
Either waste your Ctr stat and not be able to do some other kind of gimmick, or position the enemy in such a way that "CLosest target" attacks can only reach the first slot (and 2nd slot/onward based on dead characters).

2nd idea is just in theory though. I have a feeling it won't work in practice for some strange, unexpected reason.

Quote:
Can you effect elemental resistances in battle? It'd be cool to be able to like boost someone's fire resistance, or make them less resistant to CURE element.
Nope, and we're unlikely to get this feature soon.

Quote:
This one may seem stupid but it really has stumped me :| How can i do a critical effect (even only for physical attacks) without making a 0 based attack which sends the hero forward first? Like, it works fine... it just looks kind of silly that the hero has to step forward and then back in order to decide if he wants to critical hit or not.
You can set the attacker's animation to "NULL" and the attack animation to "NULL" as well for attacks that make decisions.

Quote:
I don't think this one exists, but might as well ask it anyways: Is there any way to have non-stacking, but multiple versions of any stat effect? So that I could burn without poison essentially. Well really, to prevent stacking (which is way too powerful) while still making different types of DOTs useful.
When attack queues were added (I forgot what the setting was in Custom), we figured out quickly we could use them to create our own, hacky status effects.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
Slime Knight
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 PostSat Aug 27, 2011 5:27 pm
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awesome, sounds good man! I'll figure out the attack Qs thing. How would I use the Ctr stat to affect targeting though? Like I have it named threat, but in reality it does nothing right now.
You can't fix stupidity.
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