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Slime Knight
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Little script question 
 PostThu May 31, 2012 1:10 am
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It is possible to script enemys to die ONLY when a critical hit is scored? I look and think, and think twice and i can't find what is triggered when a critical hit is scored.

The dificulty is to make it run inside battle as there is just a few scripts for inside battle. ( set hero sprite is the only one that i can remenber)

P.s. typos everywhere!
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King Slime
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 PostThu May 31, 2012 1:39 am
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Well, it depends on how you have critical hits set up.
You can make an Element Bitset called CRITICAL, then assign it to Critical Hits. Then, in the enemy attacks section, set the counter to CRITICAL a move that instantly kills the enemy. Not all that difficult.

You can't make a script run in a battle, though. Battlescripting is off limits at this time because it has not been implemented, and may take awhile to implement.
Metal King Slime
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 PostThu May 31, 2012 1:51 am
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Huh, that's actually rather clever. I wouldn't have thought of doing it like that Grin
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Slime Knight
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 PostThu May 31, 2012 1:52 am
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Yeah, you can't actually run ANY script in battles for the time being. However, you can do some fancy stuff with elements and attack chaining and all that.

If what you want is so that you can keep attacking an enemy forever until you deal the final blow with a critical hit, there's a few ways you can do it.

Master K's method is great, but you could eventually kill the enemy with normal attacks, even tho a critical is set to auto-kill them.

If you want one hit to kill the enemy, but he is immune to everything but a critical, just make an element called CRITICAL for your critical attack, then set up the enemy to take 0% damage from everything except that.

If you want it where like you have to fight the enemy normally for a while, but then it reaches a point where you have to kill it with a critical, that's a little more complicated, but doable. Just make two copies of your enemy, one normal and one with just 1 HP, but who can only be hit by criticals, and set it up so that the first one summons the second one on death (make sure they summon in the same spot).
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King Slime
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 PostThu May 31, 2012 2:08 am
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Quote:
set it up so that the first one summons the second one on death (make sure they summon in the same spot).


This is really annoying to set up because the on death summoning can get really difficult to set up...

There should be a Transmogrify on Death option. James! TMC! Did you hear that? I don't think it would be that difficult to put in.
Liquid Metal King Slime
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 PostThu May 31, 2012 2:13 am
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Yes, I agree! We totally need transmogrify-on-death, and on-death counterattacks. Thank you for reminding me.

I have to do more battle system cleanup before it becomes easy to do those things, so I still don't know how long it will take.
Super Slime
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 PostThu May 31, 2012 4:06 am
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Master K wrote:
I don't think it would be that difficult to put in.


I always love hearing this from someone who has never looked at the code Angel
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King Slime
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 PostThu May 31, 2012 5:26 am
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Quote:
I always love hearing this from someone who has never looked at the code


I was tempted to look at it, for the lulz. Then I read the BIG BALL OF MUD article and then promptly got scared away.
Metal King Slime
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 PostThu May 31, 2012 6:26 am
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Mogri wrote:
Master K wrote:
I don't think it would be that difficult to put in.


I always love hearing this from someone who has never looked at the code Angel


That's ridiculous! I mean, how hard could coding be? I demand that my next OHRRPGCE release include 3D sprites, 24bit color depth, output to a resolution of 16k, the ability to natively play MKVs, efficient natural language processing features, a cappuccino-making function (e.g. get hero a cappuccino(hero id, chocolate, cinnamon) where chocolate and cinnamon are boolean values), time travel, the ability to give me superpowers, an AI that has passed the Turing test, and I demand that it be ported from FreeBasic to THIS!

Now get to it, chop chop! I'm sure this programming nonsense couldn't possibly that hard.



/me braces for the inevitable face-slapping that is soon to follow...
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Metal King Slime
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 PostThu May 31, 2012 10:34 am
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Can do. I'll just reschedule our next release for June 2102, but you know how schedules slip...
Metal King Slime
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 PostThu May 31, 2012 11:02 am
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Bah, what's a couple of centuries for a game engine that makes cappuccinos? I shall be ready for it!
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Slime Knight
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 PostThu May 31, 2012 11:18 am
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Master K wrote:
Well, it depends on how you have critical hits set up.
You can make an Element Bitset called CRITICAL, then assign it to Critical Hits. Then, in the enemy attacks section, set the counter to CRITICAL a move that instantly kills the enemy. Not all that difficult.

You can't make a script run in a battle, though. Battlescripting is off limits at this time because it has not been implemented, and may take awhile to implement.


Hmmm i think i understand something. I will give it a try and latter after looking for work this morning.

My first idea is to use the crit stat to it, i don't know if that stat work even. Anyways, weapons would rise Crit stat, so more crit more precise the weapon.
EX: a crowbar has 15 crit and a sniper rifle has 50 crit.
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Slime Knight
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 PostThu May 31, 2012 3:06 pm
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Alright, i'm trying here but i can't figure out how to assign a element to a critical hit! Also i'm using zenzizenzic
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Metal King Slime
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 PostThu May 31, 2012 3:14 pm
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If I'm understanding the thread correctly, you'd have to go to your Global Text Strings and rename one of the elements:


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Slime Knight
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 PostThu May 31, 2012 3:21 pm
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Yes, i understand that BMR, but how do i trigger this element when a critical is scored? At my understanding, i need to make an attack and make it chain to a attack with this element, but then the critical stat will do nothing
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