So I got an idea for something fancy that I'm implementing in a larger hold. I botched it some in my efforts to make it as close to the Goblin/Wyrm Weakness behaviors as possible, but I came up with some set-ups utilizing the quirk my scripting has. The current function is this:
- Whenever the player stands next to "
elemental"
monsters and is holding one of (presently) 2 "
elemental"
weapons, the weapon's power changes based on the match-up. Presently, there's only 2 elements in my set-up, so it's a simple "
hold the opposite element to get a boost"
concept.
->
Holding a fire-elemental weapon next to an ice-elemental monster will double the weapon's power, but holding an ice-elemental weapon next to the same monster
halves the weapon's power. The same applies when flipped around; hold an ice weapon next to a fire enemy for doubled power, but a fire weapon gets halved next to that monster.
->
This effect also means one can get an advantage against other monsters nearby, not just the elemental monster itself!
These are the generic scripts as of right now:
Generic Weapon Script:
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× Imperative 14
Behavior 10
Label Loop
Set var "_MyATK" = A*100/WeaponATKDiv
Set var "FireWeakness" = B
Wait 0
Go to Loop
A is the desired attack value. B is a value, either 0 or 1, that sets whether the weapon is fire or ice-elemental.
Generic Elemental Monster Script:
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× Imperative 14
Each defend Combat
Appear
Set var "_MyHP" = X
Set var "_MyATK" = X
Set var "_MyDEF" = X
Set var "_MyGold" = X
Set var "_MyREP" = X
Set var "_MyColor" = X
Wait 0
Behavior 1
Label Weak
Imperative 1
Wait 0
Set var "_MyScriptX" = _MyX-1
Set var "_MyScriptY" = _MyY-1
Set var "_MyScriptW" = 2
Set var "_MyScriptH" = 2
If ...
Wait for entity Player 0,0,0,0
If ...
Wait until var "FireWeakness" = 0
Set var "WeaponATKDiv" = C
If End
If End
If ...
Wait for entity Player 0,0,0,0
If ...
Wait until var "FireWeakness" = 1
Set var "WeaponATKDiv" = D
If End
If End
If ...
Wait while entity is Player 0,0,0,0
If ...
Wait until var "WeaponATKDiv" = 100
Else
Set var "WeaponATKDiv" = 100
If End
If End
Set var "_MyScriptX" = -9999
Set var "_MyScriptY" = -9999
Set var "_MyScriptW" = -9999
Set var "_MyScriptH" = -9999
Go to Weak
Label Combat
If ...
Wait until var "_MyHP" < 1
Set var "WeaponATKDiv" = 100
Imperative 4
If End
C and D are multipliers for the player weapon's power based on the weapon's element, if you check the weapon script you'll see where it is. The X's on the stat lines are just placeholders for whatever you or I wish to put there.
As is, the script interferes with itself whenever multiple elementals are present in one room (turn order means whichever elemental goes last is the only one that proctors the weapon modifier), but otherwise, thoughts on how this is looking?
____________________________
Hold stuff I guess!
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×Official Hold Progress:
KDD - 22nd Level!
JtRH - 23rd Level!
TCB - Rocky Hollow
GaTEB - Mastered! Working through the post-mastery area and having a good laugh
TSS - Hesitant about the last stretch
[RPG] TT, 1st Half Best Run - Secret Level Cleared! Score - 2631.
[RPG] TT, 2nd Half Best Run - Slayer Killed! Score - 4463. Archivist defeated the easy way (Hand Bomb).
[RPG] TT, Secrets Found - 100%!
Holds In Development (partially cleared due to computer problems)
Normal DROD Holds
Waving Views - Finalization C Available
DROD RPG Holds
Minimal Designs - Approved and Published!
Contest Entries
Rusted Out - Entry for the King Dugan's Alternate Reality Contest, won 2nd Place!
Fluffy Deception - Entry for the Arky's Revenge Contest, 26th place.
I had an avatar at some point but then the thing stopped cooperating, ah well-