The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to the new Sinister Design forums!

Pages: 1 ... 7 8 [9] 10
 81 
 on: December 05, 2019, 03:03:14 PM 
Started by CraigStern - Last post by CraigStern
-- added SlashAlt visual effect animations to the game (used for Axe attacks).

-- added a display to character tooltips for item sacks showing up to the first 5 items within the sack on mouseover.

-- added to item tooltips in the shop; on mouseover, the tooltip now includes showing the item's price instead of displaying it elsewhere in the interface.

-- added some new words to the dictionary of the lissit language. :)

-- fixed: the sword slash visual effect was not aligned with the direction of the up- and down-facing Swordsman attack animations.

 82 
 on: December 05, 2019, 11:23:47 AM 
Started by all_zebest - Last post by CraigStern
Ah! Good catch. :)

 83 
 on: December 05, 2019, 11:21:57 AM 
Started by regurge - Last post by CraigStern
Ah, that stinks. Perhaps you can PM regurge and see if the files can be rehosted elsewhere?

In the meantime, though, I think he has a parallel thread on the Steam forums: https://steamcommunity.com/sharedfiles/filedetails/?id=606872442

 84 
 on: December 05, 2019, 08:32:53 AM 
Started by CraigStern - Last post by CraigStern
Hi Acxeleon! That's a great question with an apparently rather long answer. :D

So, to begin with, Telepath Tactics definitely supports skills that affect the target's dodge--you'd just need to make sure that their affecting attribute in Attacks.xml says Dodge instead of Health.

That aside, there are a few conditions that already drop the target's dodge chance to zero: namely, if they're swimming, slowed, or blinded. Because of this, any skill that imparts Slowed or Blinded status, or that dunks a character into water or lava, will have the effect of eliminating any dodge chance the target possesses! In the new engine I'm working on (based off of the old Telepath Tactics system!) there is an additional status effect (Immobilized) that drops Dodge to zero, and Frozen and Stunned have that Dodge-eliminating effect as well.

The upshot of all this is, I'm not sure it would be super useful to have skills that focus exclusively on lowering Dodge when there are so many skills that accomplish this same thing--but I do really like the idea of having a buff that boosts Accuracy! That would be great for Bowmen, and it would be especially useful in the new engine (where having an Accuracy above 100 makes status effects more likely to take hold).

Thank you for the suggestion!

 85 
 on: December 04, 2019, 03:50:26 PM 
Started by CraigStern - Last post by Acxeleon
So, this question comes from me watching different stuff, combining ideas of what I've seen and such. Wouldn't Tychokinesis work in the Telepath games? I mean, you have the kinetic blasts that burn, freeze, slow, blind. But what about a blast that would lower the chance to dodge? Not only that but as a supporting tychokinetic skill, the user would improve the accuracy of a friendly character. and as the AOE / Multiple hit skill we could have a blast that goes in a sort of line that hits multiple enemies and would apply on hit effects. :P Would this be viable in future games?

 86 
 on: December 04, 2019, 03:09:18 PM 
Started by CraigStern - Last post by CraigStern
-- received, implemented a new cut scene background.

-- new script actions: IfAttributeGoTo and IfAttributeRun. Checks the specified character for a personality attribute, physical attribute, life skill, or like; if it matches (or it doesn't match and you set reverse match to true), the dialogue will go to the specified branch/the specified script(s) will run.

Each has five parameters: (1) character name, (2) attribute type (Personality/Physical/Life Skill/Like), (3) attribute value, (4) branch number/script name, and (5) reverse match (boolean, optional--set to false by default).

This, for example, will check for whether the character with script ID 1 has the personality trait Paranoid, and if he/she does, move to the conversation branch named Paranoid Response:

Code: [Select]
IfAttributeGoTo/ID[1],Personality,Paranoid,BRANCH[Paranoid Response]
-- used IfAttributeGoTo to create the first instance of personality-customized character dialogue within scripted evening events.

-- fixed: the map editor would sometimes produce errors when painting over terrain that had just been added using the Add Row or Add Column functionality.

 87 
 on: December 03, 2019, 08:14:47 PM 
Started by regurge - Last post by all_zebest
The download links are dead. :(

 88 
 on: December 03, 2019, 06:29:44 PM 
Started by all_zebest - Last post by all_zebest
Thanks for the quick reply, Craig!
I noticed another typo in the same file with the lance, line 339. The name of the weapon was "iron spear" instead of "iron lance".

Edit : nouvelle mise jour ! Plus que 3 fichiers faire !

 89 
 on: December 03, 2019, 02:35:36 PM 
Started by CraigStern - Last post by CraigStern
-- formatted and implemented the dark spriggat, frost spriggat, golden spriggat, and red spriggat sprite set animations.

-- fixed: the "ask out on a first date" event scripted yesterday could occur with a character who already had a positive romance value with the character asking them out.

-- fixed: it was impossible for a character to get a crush on another character who would fail to reciprocate.

-- fixed: the last three frames of the male and female crossbowman's downward-facing Crossbow animation were positioned two pixels off from where they should have been.

 90 
 on: December 03, 2019, 07:37:29 AM 
Started by all_zebest - Last post by CraigStern
I did! I was pleased you were able to fix it. :) To answer your questions:

1. Oh! That's a typo. It should say Smitty there, not Sarn Kamina. (Sarn Kamina is the speaker in Merchant4.xml and Merchant5.xml).
2. Smitty is his name, not his job.

Pages: 1 ... 7 8 [9] 10