Making Complex Attacks

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Revision as of 07:15, 21 March 2005 by Pkmnfrk (talk | contribs) (added some attack info)
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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.