Making Complex Attacks
The key to making complex attacks is chaining. Chaining is where you set one attack to "link" to another. There's a couple options to how it can link, primarily to set the probability of the second (or third, or fourth...) attack happening.
Here's a list of different types of attacks, and how they can be achieved:
Pummel (Same attack multiple times)
This one is easy:
- First, create an attack.
- Then, chain it to itself.
- Be sure to give it a percentage of less than 100%, or it will keep going until the monster is dead.
- Then again, that could be useful too.
- That's it!
Note: If the attack has some type of requirement (MP or Gold or whatever), it will be deducted each time it attacks. So, if your pummel attack hits 5 times, and requires 5 MP to use, you'll lose 25 MP. However, this can be a convincing attack if it's like Steal GP, and it has a negative GP requirement. Each time it attacks, you would gain that much GP.
Extended Animations
Ok, let's say you have an attack (say, Über-l337 Gigadoken), but it just can't work with only three frames! Enter the "Extended Animation"!
- Identify the main "segments" of the attack. Example: Ball of energy flies from sky to hero, ball of energy shoots to monster
- Make seprate attacks for each segment, depicting said actions
- Give it the "Don't show damage" bitset, and make it give no damage, except for the last segment, which should do however much damage.
- Chain each segment to the next, with a probability of 100%
- The hero should have the first segment as an attack.