[ian-reeds-games] Re: Overdrive?

  • From: Carlos Macintosh <sleepio1@xxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Mon, 30 Mar 2015 18:12:41 -0400

Perhaps a more inclusive way would be to use relational and logical operators in point flags. The format would be effects_when condition effects. I.e. effects_when <=5||>=25 power up //could simulate both desperation or true heartiness in a unit

effects_when =0 death //would be the same as at_zero=death
effects_when >=13&&<24 power_up //power up if the point is between 13 and 24
multiple instances of this flag would be supported in the same file to supply as many conditions as possible.


On 3/30/2015 4:58 PM, Allan Thompson wrote:
Yeah, that makes a lot of sense to keep it as simple and straight forward as 
possible inho.
The above and below  is also a good idea.  I wonder if number ranges could come 
into play, or would those two flags cover that?

For instance a super punch comes into effect when health is between 5 and 10, , 
but superdooper punch kicks in when health is , lets say, 2 thru 5?

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Ian Reed
Sent: Monday, March 30, 2015 2:54 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Overdrive?

My 2 cents:
instead of at_10=super punch have flags that specify whether the thing happens 
below or above a certain number.
Because it might be quite difficult to get a certain point at exactly 10.
So:
below_10=super punch
above_10=super punch
But then most of the time we would want that number to be inclusive.
So we could introduce more keywords like:
below_or_equal_10=super punch
above_or_equal_10=super punch
but that seems a bit cumbersome and I'm not sure there are real cases where we 
would want to exclude the number.
So maybe the shorter versions are all that is needed, and they are inclusive by 
default.
Of course the above is missing the point name.
And I haven't thought this through thoroughly, just making a point that 
sometimes a point should grow to trigger something while other times it should 
shrink.

HTH,
Ian Reed


On 3/30/2015 9:29 AM, Allan Thompson wrote:
Excellent!  That would certainly be useful.

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Victorious
Sent: Monday, March 30, 2015 11:07 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Overdrive?

Yup, that is sort of what I'm proposing, only have that be implementable
through scripting or to have scripts be able to know when points change. This
would be an example use for such a feature.

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan Thompson
Sent: Monday, March 30, 2015 11:04 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Overdrive?

What about something ian talked about a while back.
I mean having a 'at zero' like flag on points, except instead of zero, the
number desired could be input.
For example...

At_10=super punch

Were 10 is the threshold at which an effect could kick in that does the add
and remove skill stuff. I guess you would have to make such flags for effects
etc.

Just a thought.

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett
(Redacted sender "craigbrett17@xxxxxxx" for DMARC)
Sent: Sunday, March 29, 2015 6:34 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Overdrive?

Hi all,

In a new little map pack I'm working on, I wanted a couple of the AI
controlled friendly units to have overdrive type functionality. Where in after
they take so much damage, a new, awesomful attack gets unlocked for them to
use.

I've experimented with a few ways of doing this, none seems ideal. So advice
would help.

1. This way kind of works, minus the AI never picking these skills as they're
further down in the list (something else I'm trying to see if I can fix
through AI scripting). But I've got an overdrive point for each of these AI
controlled unit types and each, at 0, applies an effect specific to that unit,
but all with the friendly name "Overdrive". This effect adds the relevant
skills. These skills, in turn, fill the overdrive points and remove the
overdrive effect. I then made all inflicting skills also do damage to this
overdrive point, depending on how much actual damage they use. Whew. That's a
lot to explain but it kind of works. Problems with this approach, though, are
that the overdrive points being "inflicted" means they're announced, despite
being hidden. I could put in game fixes for this, but not sure if it would
effect anyone else. It also feels like the overdrive "gage" should be going up
instead of down.
2. I then considered using some sort of after_perform_skill script that checks
for a point to see if it's at max and if it is then grant an effect. But I'm
not sure if this is an optimum approach either. It does mean that I only have
to release scripts and possibly release something that people could use for
other things, and also that overdrive changes aren't announced until the
effect is there and you're ready to do damage. But I'm not sure if I'm
shimmying around the problems in 1.

In either case, I've got the AI problem. And I've also got the problem that
add_skills doesn't care about what unit there is in question, I can't think of
a nice way to make add_skills unit specific, hence the overdrive point and
effect for each unit I want to do this to.

Of course, I could have just given it a point cost and waited until you had
enough of that point, but a nice "has been effected by overdrive"
announcement, coupled with a brand new skill showing up in your menu, I think
is much cooler.

Any thoughts? Is this overdrive functionality even a good idea? Or am I better
off going old skool?

Craig











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