Hime-Works / Requests

Bug reports and requests that may require longer discussions and is not suitable to leave on the blog
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Auto Item Use when condition met #299

Open HimeWorks opened 9 years ago

HimeWorks commented 9 years ago

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

  1. The auto-use logic, which includes specifying what items will automatically be used, as well as their usage conditions. You would also have to think about when to check whether the conditions have been met. It may be better to stick with more specific cases like HP change, MP change, state add/remove, and so on.
  2. A user interface.
Roguedeus commented 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.

HimeWorks commented 9 years ago

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 .

Roguedeus commented 9 years ago

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.

Roguedeus commented 9 years ago

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.

HimeWorks commented 9 years ago

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.