Little script question
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Little script question
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!
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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- Master K
- King Slime
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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.
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.
- KF Harlock
- Slime Knight
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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).
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).
Last edited by KF Harlock on Thu May 31, 2012 1:54 am, edited 1 time in total.
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- Master K
- King Slime
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This is really annoying to set up because the on death summoning can get really difficult to set up...set it up so that the first one summons the second one on death (make sure they summon in the same spot).
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.
- Bob the Hamster
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- BMR
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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!Mogri wrote:I always love hearing this from someone who has never looked at the codeMaster K wrote:I don't think it would be that difficult to put in.
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...
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Hmmm i think i understand something. I will give it a try and latter after looking for work this morning.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.
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.
"I can't buy food with glory"
