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Slime Knight
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A couple questions 
 PostFri May 10, 2013 11:39 am
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First, is there a way to make the battle engine remember what your last target was and make that the default target instead of the top enemy being the default target?

Second, you may remember the Coolness items in Universal Wars. They were meant to be equipped in order to pass several rooms in the Cool House, but I couldn't find a way to implement that properly, so I had them only work if they were in your inventory.

Quote:
plotscript, cool check 1, begin
if (inventory (5)==true) then (pass cool 1)
if (inventory (5)==false) then (show text box (708))
end


What would I need to change in order to have the game either read what item you equipped, or how high your Coolness level currently is to let you pass?
Blubber Bloat
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 PostFri May 10, 2013 12:32 pm
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you could always use global variables to deal with coolness levels.

as for battle engine stuff, you could use a store target to store a foe's target, but for defaulting to previous target, it seems not possible.

The current "prefered" settings are:

Random - any available target will be picked as default

Weakest - I've not used this, but I assume the foe with the lowest % of HP would be chosen. (well, just looked it up, it actually goes by one what the lowest stat YOU choose is, being below you choose the weak/strong stat. I could theorize that you could have your characters attacks have a hidden chained ability that lowers or heightens (for "strongest") a "target" stat, and then your team will default to focusing in on this weakened foe first. Also, this goes by numeral value, not %)

Strongest - opposite of weakest

Weakest % - weakest only with %s involved

Strongest %- refer to the previous two

Default - makes you look at first foe on the foe list in a battle formation, I guess you'll want to use this and manipulate it at thy leisure?

First - same as default, but it makes enemies target the first valid target for their skills, so it's mostly for enemy attacks

Closest - chooses target nearest your heroes

Farthest - "" farthest from ""

Hope that helps.
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Liquid Metal King Slime
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 PostFri May 10, 2013 2:30 pm
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"Last target" would be a good new option for preferred target. It wouldn't work in every situation, but it could still be useful. Thank you for the suggestion.

As for your coolness checking, here are two different ways of doing it. I think these are correct, but I have not tested them in a game, so let me know if you have any troubles with them.

Code:

plotscript, cool check by equipment, begin
  variable(who, cool enough)
  for(who, 0, 3) do(
    if(check equipment(who, slot:head) == item:sunglasses) then(cool enough := true)
    if(check equipment(who, slot:feed) == item:coolboots) then(cool enough := true)
  )
  if(cool enough) then(
    pass cool 1
    show text box(708)
  )
end


Code:

plotscript, cool check by stat, begin
  variable(who, cool enough)
  for(who, 0, 3) do(
    if(get hero stat(who, stat:coolness) >= 10) then(cool enough := true)
  )
  if(cool enough) then(
    pass cool 1
    show text box(708)
  )
end

Slime Knight
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 PostFri May 10, 2013 9:01 pm
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Thanks. Is there also a way to get a hero to pick a different target if an enemy is jumping, because right now those jumping enemies just steal a turn.
Metal King Slime
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Re: A couple questions 
 PostSat May 11, 2013 5:43 pm
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jcenterprises wrote:
They were meant to be equipped in order to pass several rooms in the Cool House, but I couldn't find a way to implement that properly, so I had them only work if they were in your inventory.


One option would be to use "is equipped" tags on the items. That way you wouldn't even need to use a script.
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