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Slime Knight
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Elemental spawning question 
 PostSun Oct 26, 2014 11:39 pm
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I am working on a game which utilizes some Pokémon catching mechanics. I have a Pokéball item which has intentionally poor aim, but when hits, deals enough "catch-elemental" damage to basically one hit kill any Pokémon.

I have it set up so that when a Pokémon is hit with "catch" damage, they spawn a "caught Pokémon" an untargetable, non-attacking, self-killing enemy which has a 100% reward rate for the item corresponding to whatever Pokémon was spawned it.

It seems to work fine when the Pokéball item hits. But I reworked the hero, attack, and enemy stats to make "catching" (scoring a hit with the Pokéball item attack) less likely for more of a challenge. During testing, using a low level Hero, the Pokéball attack misses as expected, but the enemies, having been missed by the attack and taking no damage, still spawn their respective "caught Pokémon"

This has me a bit stumped at the moment, and any thoughts would be greatly appreciated, Thanks! Smile
Metal Slime
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 PostMon Oct 27, 2014 2:18 am
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I think what's happening is that spawning is being triggered by being *targeted* by an attack with that element, even if it misses.

Try making the Pokéball attack a two-part attack.

The first one has the high miss chance you mentioned, but does no damage and has no element; set the attack to chain to the second attack (with a chain rate of 100%), and turn the bitset "do not chain if attack fails" on for this attack. This will cause the second attack (which does the actual catching) to NEVER happen if this attack misses, but always happen if it hits.

The second attack is the one that deals the "catch" damage and triggers the caught-Pokémon spawning. Set the accuracy to "never misses" for this one, since it should only happen if the first one hit already.

What should happen now:

1: Hero uses Pokéball
2: First part of Pokéball attack (animation of a thrown ball); if it misses, stop here, if not continue.
3: Second part of Pokéball attack (animation of some kind of glow/sparkles or the Pokéball opening, maybe?), "catching" damage happens.
4: Pokémon "dies" and spawns "caught Pokémon" enemy.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Liquid Metal King Slime
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 PostMon Oct 27, 2014 2:22 am
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I feel like there should just be pokemon gameplay support in the OHR considering the amount of games that attempt pokemon-like monster catching, monster summoning and training.
Slime Knight
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 PostMon Oct 27, 2014 3:38 pm
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Oh man, that oughtta do it. It probably would have taken me forever to figure that out, if I ever even did! Thank you very much for the quick and helpful response!
Slime Knight
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 PostTue Oct 28, 2014 12:08 am
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I went and broke the catching attack into 2 parts, firstly a non-elemental, non-damage dealing Pokéball attack with poor aim to initiate the process. That attack has a 100% chain possibility to the second phase of the attack; the massive damage dealing, elemental attack, which never misses, meant to kill the Pokémon, with "catch" damage, causing them to spawn their "caught" counterparts (Untargetable, self killing, 100% reward possibility)

I set the bitset on the first half of the attack to not chain if the attack fails. However the attack seems to chain to the second phase every time, regardless of scoring a hit, or a miss. I set the "do not chain if attack fails" bitset to the second phase of the attack just out of curiosity, the problem persists.

I think I followed the suggestion accurately, but something is afoot. Either user error, equipment error, or very possibly, something I have missed, or just haven't thought of.

If anyone has any further thoughts on this, I would be happy to hear them, if not, I guess the Pokémon in this game will just be realllllly easy to catch ;)
Metal Slime
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 PostTue Oct 28, 2014 12:43 am
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chain2.png
Bitsets
chain1.png
Chain settings
Hmm... "do not chain if attack fails" definitely should prevent the chain from happening.

I know that's how some multi-hit moves are set up in Okédoké, and when one hit misses the whole chain stops rather than chaining to the other attacks anyway. It's also how attacks that stun as a side-effect are set up, and when "do not chain if attack fails" is turned on, they never stun enemies on a miss (I had one that still did for a while... but it turned out I had accidentally forgotten to set the bitset on.)

I went ahead and included some screenshots of exactly what things should look like for a chaining example like what I mentioned... though it's pretty simple so they're probably unnecessary. XD This attack in Okédoké works as intended--if it misses, it doesn't chain. If you have yours set up the same way, and it still chains anyway... then I have no idea what's going on. Weird.

If you can't get "do not chain if attack fails" to work correctly, maybe set the chain percentage to something below 100% to simulate a lower catch rate?
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Slime Knight
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 PostTue Oct 28, 2014 1:10 am
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Well I thought I had everything set up like that, I checked your screenshots against mine, and everything seemed to be in order. So, I'm not exactly sure what's going on there.


I'm pretty sure I'm using the latest stable version, it's the 4/10/2013 release.

I had a system already set up where there would be (at least) 2 different levels of Pokéballs with accuracy increasing according to their price (or something along those lines) so I could get the same effect by varying the chain% of each item's attack as you suggested. That seems like it will ed up being the easiest, most effective way to get around this little problem until I figure out what I'm doing wrong.

It's funny, this whole "Pokémon" nonsense was just a little extra feature I thought I'd throw into the game, and it has spiraled into hours and hours worth of graphics, attacks, sounds, and battle mechanics, haha. Ah well, that's the nature of the beast I suppose.

Thanks again for all your help!
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