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Caravel Forum : DROD RPG Boards : RPG Feature Requests : Beam Control (Because flexibility is fun.)
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hyperme
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icon Beam Control (+5)  
So currently, the Beam attribute is entirely binary. You have no beam, or a 50% damage beam. While hot tiles and bombs can be configured, beams can be blocked, and their sources removed. Which makes them stand out from the other two %-based damaged options, in that they cannot be finely controlled. The solution is, of course another _My variable.

_MyBeam would be a variable that controls how powerful the Beam Attack beam is. Similar to the variables for hot tiles and explosions, positive values change the percent of health lost when the player is hit by the beam. Negative values cause the beam to deal an absolute amount of damage. This allows you to give enemies some form of ranged attack that deals absolute damage.

Also, there are two attributes for equipment relating to beams.

Beam Immune is fairly obvious. A Beam Immune Sword blocks beams, just like the Really Big Sword. A Beam Immune Accessory prevent beam damage. A Beam Immune Shield prevents beam damage when facing the beam. Facing the beam means works in the same way as facing Goblins expect, of course, a sword can be on the beam.

Beam Resistant is slightly different. Reading the equipments _MyBeam variable, it reduces the amount of damage a beam does. A positive _MyBeam reduces damage by a percentage, a negative _MyBeam reduces it by an absolution. Shields and Accessories work like their Beam Immune counterparts, and Swords reduce damage if the beam passes through the sword. Note that it is possible for Beam Resistant equipment with a negative _MyBeam value to reduce a %-beam's damage to zero if the player's health is low enough.

A final attribute is Attack Beam. The beam simple works like an extended 'Attack In Front' attribute, only Beam Immune and Beam Resistance equipment have an effect. Attack Beams are a different colour from normal beams. Maybe blue?

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09-04-2013 at 05:57 PM
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gavgav123
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icon Re: Beam Control (+1)  
This does sound pretty interesting! Some nice unique qualities can be added to a hold with this.:D
01-30-2014 at 12:48 AM
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icon Re: Beam Control (+1)  
I agree. RPG provided us with a great deal of flexibility when it comes to scripting (which I'm very thankful for), but it's only made me eager for more flexibility. This, along with a few other features with the arrow next to them, would be fantastic. It would surely boost RPG's popularity as even more different types of holds can be made.

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01-30-2014 at 01:21 AM
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mrimer
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icon Re: Beam Control (0)  
Ability to control beam blocker attribute on custom equipment has been approved for the next major version 1.3. Thanks, hyperme!

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09-25-2020 at 04:05 PM
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kieranmillar
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icon Re: Beam Control (+2)  
Can confirm in 1.3.0.370:

Swords can have the Beam Blocker attribute, which makes them block beams like the Really Big Sword.

Shields can have the Beam Blocker attribute, which blocks beams when facing towards or at 45 degrees towards a beam.

Accessories can have the Beam Blocker attribute, which blocks beams in all directions.

All of the above show "Beam Blocker" when hovering over the equipment when you have it equipped.
12-15-2020 at 09:41 PM
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