[ian-reeds-games] Re: Overdrive?

  • From: "Victorious" <dtvictorious@xxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Tue, 31 Mar 2015 08:41:20 +0800

Hm just thought about it more. Some possible conditions/relational operators:
5% <= health <= 25%, 5 <= health <= 25, health >= 50%, health < 50%, health = 
500, health != 100%. So anyone who has even a passing familiarity with how 
inequalities are usually written in mathematics will feel right at home here, 
and this covers every possible condition. Writing the string processing code 
to handle this will looks like its going to be an adventure.


-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Carlos Macintosh
Sent: Tuesday, March 31, 2015 6:13 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Overdrive?

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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