Open HimeWorks opened 9 years ago
I run the other direction with these sorts of auto-function mechanics that serve to remove decisions, rather than encourage them.
With enough auto-use mechanics the game would simply play itself... ;)
Plus, part of item use is choosing when its used, considering that its supposed to consume at least some of the economy of actions that battle.
Auto items may kick in outside of your turn. For example, if someone dies, and an item on them revives them. On Sep 23, 2015 21:49, "Roguedeus" notifications@github.com wrote:
I run the other direction with these sorts of auto-function mechanics that serve to remove decisions, rather than encourage them.
With enough auto-use mechanics the game would simply play itself... ;)
Plus, part of item use is choosing when its used, considering that its supposed to consume at least some of the economy of actions that battle.
— Reply to this email directly or view it on GitHub https://github.com/Hime-Works/Requests/issues/299#issuecomment-142780694 .
Yeah... If I ever used something like that it would be for exceptionally rare things that almost never get used, but you might have one for emergencies.
Come to think of it...
If you make the system compatible with Skills and Items... it could operate like a contingency. If you have a certain state on you, and an event occurs that state can execute a specific skill to 'counteract' that vent. Such as a killing blow, might trigger an instant preemptive heal.
However, it won't be a free action as the player had to act early in setting up the contingency.
Or... You can setup a limited number of contingencies before battle. But only certain classes with certain skills OR characters with certain equips that allow for contingencies.
The contingency would have a standard condition it reacts to built into it (as a limiting factor). So the player couldn't change it.
I typically write scripts based on functionality, not based on whether it would be a good mechanic in a game. That's up to gamedevs to decide. And they might come up with ideas that I've never even considered.
In some games they have items that are automatically used when some condition is met. Actually a lot of games do it, particularly online games.
For example, you might have it so that once your HP reaches below some threshold like 40%, the game will automatically consume a Potion if possible.
This kind of script can be presented in two parts