Hime-Works / Requests

Bug reports and requests that may require longer discussions and is not suitable to leave on the blog
http://himeworks.com/
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Counter-attack core script #139

Open HimeWorks opened 10 years ago

HimeWorks commented 10 years ago

How can we make counter-attacking more flexible?

Some things that I can think of

Roguedeus commented 10 years ago

I like the possibilities. I can't think of anything to add atm.

Other than maybe a counter attack 'counter' that guarantees a counter attack on the next 'X' attacks. So that the default % chance is basically overridden for that 'X' count.

HimeWorks commented 10 years ago

I'm thinking of deferring all behavior to states and skills.

For example, suppose someone wants to run a common event as a counter-attack. Instead of making a common event counter-attack script, you would simply use a script that changes counter-attack to a different skill, and have the skill call a common event.

Using a skill to apply effects would then allow you to apply states, and then you can do whatever you want with the state as well.

You can have a script execute a force action when a state wears off, effectively simulating your counter attack "counter" (where the counter is kept track of using state turns).

The only issue that comes to mind is timing and when the interpreter picks up its tasks during the battle loop.

DemosKerrigan commented 10 years ago

Nice idea, I might suggest (if not hard too much) to provide a counter-attack skill requiring to be hit by physical attacks & skills, status skills or magics depending what tag has been applied to the skill. And also have the enemies to have a note tag of what counter-attack skill is provided with. I don't know if my idea is too much to handle though. ^^"

HimeWorks commented 10 years ago

Battle Reactions are probably suitable for that. Though, that script was written as a substitute for counter-attacks for the most part.

DemosKerrigan commented 10 years ago

I didn't notice there was a script for the behavior I was saying. Looks like I was late then ^^"

However, will your Counter-attack core script work in conjuction with the Battle Reactions? And, will there be a chance the user or opponent gets a hit before reading a counter-attack? (ie. you take damage despite counter-attacking the foe for fair balance)

HimeWorks commented 10 years ago

It should, since battle reactions are pretty much separate from counter-attacks.

The default counter-attack is designed to negate the attacker's action and respond with your own attack. The code is even specifically written so that you "replace" the target with another target.

I would rather not change this behavior and just stick to battle reactions if you want to respond to damage.

DemosKerrigan commented 10 years ago

So if I understood correctly, the Battle Reaction can already have the damage taken before reacting to the agressors, but the counter-attact script you're trying to implement will still be like the default counter-attack?

Or neither of them would have any damage taken whatsoever to respect the default formula of Ace?

Sorry in advance for not being not smart enough to understand properly ^^"

HimeWorks commented 10 years ago

Battle Reactions are designed so that after you take a hit, you then "react" to it somehow. It is like counter-attack, except you get hit.

DemosKerrigan commented 10 years ago

Thanks a lot, Hime. I didn't know that. At first I thought it was a kind of dodging reacting skill, but I guess I should have read more carefully. Sorry for my mistake and thank you very much for the explaination. ^^