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 91 
 on: October 12, 2014, 05:34:49 PM 
Started by CraigStern - Last post by CraigStern
--scrapped the first draft of Hills of Coria 2 entirely, replaced it with a way better map in which you fight on a long, crumbling bridge over the water. Not gonna lie--I'm pretty excited about this one.

--as the screenshot below shows, I made some variant stone bridge objects so that you can make bridges with chunks missing that still look good. ;)

--cropped all of the promoted unit rest sprites to the new, correct size

 92 
 on: October 10, 2014, 06:38:28 AM 
Started by CraigStern - Last post by bugfartboy

The ModDmgForAttack Tag doesn't seem to want to cooperate.  What I'm trying to use:
Code: [Select]
  <Dialog branch="0">
    OnLoad/0/Speaker Name/Setting stats for Gaze
    <Action>AddTag/Test Subject,ModDmgForAttack,+:-STAT:Test Subject,Perception-:Gaze</Action>
    <Reply>.../EndConv/</Reply>
  </Dialog>
However I have tried switching out "-STAT:Test Subject,Perception-" out with a simple "9".
Code: [Select]
  <Dialog branch="0">
    OnLoad/0/Speaker Name/Setting stats for Gaze
    <Action>AddTag/Test Subject,ModDmgForAttack,+:9:Gaze</Action>
    <Reply>.../EndConv/</Reply>
  </Dialog>
This doesn't seem to work either.  It's entirely possible that I'm doing something wrong, but I'm not sure what it would be.
I also tried the top variant with the OnTurn/0 dialog trigger as well.
Code: [Select]
  <Dialog branch="0">
    OnTurn/0/Speaker Name/Setting stats for Gaze
    <Action>AddTag/Test Subject,ModDmgForAttack,+:9:Gaze</Action>
    <Reply>.../EndConv/</Reply>
  </Dialog>

EDIT: I just attempted to place the ModDmgForAttack tag in the Character entry in the CharClasses.xml file itself, to no avail.
Code: [Select]
<Char charname="Test/Subject" spritetype="Photokineticist_F" portrait="Photokineticist_F" race="Human" sex="Female" classname="Photokineticist" move="flying" hurtParticle="Sparks" shadowType="Small" shadowY="32" charY="16" lighting="" ctr="None" onDeath="None" defaultAtkAnim="Cast" atk1="Blink" atk2="Gaze" atk3="Summon Llama" atk4="" atk5="" atk6="" atk7="" atk8="" hp="50" en="40" spd="5" ctrLimit="0" dodge="0" str="20" per="9" psyP="20" psyD="20" prcRes="0" slshRes="0" crshRes="0" mnRes="0" htRes="0" cdRes="0" shRes="0" ltRes="0" poiRes="0" acc="100" lvl="10" exp="0" pushable="true" tags="ModRngForAttack,=:-STAT:Test Subject,Perception-:Gaze/ModDmgForAttack,=:-STAT:Test Subject,Perception-:Gaze"></Char>
Because I realize that -STAT:- only works in dialog, I did try it with numbers in it's place.  In this case I replaced all -STAT:- calls with "9".  The range modifier now works, but the damage modifier still does not.
Code: [Select]
<Char charname="Test/Subject" spritetype="Photokineticist_F" portrait="Photokineticist_F" race="Human" sex="Female" classname="Photokineticist" move="flying" hurtParticle="Sparks" shadowType="Small" shadowY="32" charY="16" lighting="" ctr="None" onDeath="None" defaultAtkAnim="Cast" atk1="Blink" atk2="Gaze" atk3="Summon Llama" atk4="" atk5="" atk6="" atk7="" atk8="" hp="50" en="40" spd="5" ctrLimit="0" dodge="0" str="20" per="9" psyP="20" psyD="20" prcRes="0" slshRes="0" crshRes="0" mnRes="0" htRes="0" cdRes="0" shRes="0" ltRes="0" poiRes="0" acc="100" lvl="10" exp="0" pushable="true" tags="ModRngForAttack,=:9:Gaze/ModDmgForAttack,=:9:Gaze"></Char>

When you hover over a target that is right in front of you, it does indicate that it should do 9 points of damage to health.  When you launch the attack, however, it does 0 points.
This is the attack entry used accross all of the above tests:
Code: [Select]
<Atk elem="Mental" name="Gaze" d="0" cst="1" minRng="1" maxRng="1" shkMag="0" skhTim="0" strD="0" powD="0" defD="0" backstabFactor="0" sidestabFactor="0" selfHealFactor="0" selfFocusFactor="0" accMod="0" statFX="None" affects="Health" afterAtk="EndTurn" AOE="single" particles="Sparks" targeting="free" moveType="Normal" knockback="0" creates="" createdOnTeam="" dependsUpon="" impactFrame="-9" soundAndFX="SFX[Charge Up:0],SFX[Mind Blast:8],VFX[MentalEffect:OnTargets:12]" desc="Psych out your enemy"></Atk>



Unrelated:
The Actions box in any particular dialog branch in the Map Editor doesn't allow enough characters to fit "AssignSpeakerAtCoords".

 93 
 on: October 09, 2014, 09:47:59 PM 
Started by CraigStern - Last post by CraigStern
--fixed an annoying map editor bug in which it would not correctly display a character's facing direction in the edit character window.

--created a new destructible object: the snare trap! I couple it with a pressure trigger that causes whatever character wanders into it to become stunned. The code looks like this:

Code: [Select]
<Unit trigger="Pressure,Snare Trap">0,99,Snare,11,26,None,None</Unit>

<Script>Snare Trap
<Action>AddStatusAt/-Y-,-X-,Stunned,AutoAdd</Action>
<Action>RemoveTriggerObj/-Y-,-X-</Action>
<Action>SpawnFloatingText/Snare Trap!,-FNAME-,0xFFFF00</Action>
</Script>

--fixed a bug that allowed characters to keep moving after rendered Stunned or Frozen by a script if the script was triggered mid-movement by an object trigger.

The map editor and game installers are updated online. :)

 94 
 on: October 09, 2014, 02:43:49 PM 
Started by Ertxiem - Last post by bugfartboy
Something I've noticed when playing around with attack configurations: It's actually possible to have a damaging attack heal its target.  If one uses an attack from a far enough range, the attack ends up doing negative damage.  Take my "Gaze" attack for example:
Code: [Select]
<Atk elem="Mental" name="Gaze" d="0" cst="1" minRng="1" maxRng="9" shkMag="0" skhTim="0" strD="0" powD=".75" defD="0" backstabFactor="0" sidestabFactor="0" selfHealFactor="0" selfFocusFactor="0" accMod="0" statFX="None" affects="Health" afterAtk="EndTurn" AOE="single" particles="Sparks" targeting="free" moveType="Normal" knockback="0" creates="" createdOnTeam="" dependsUpon="" impactFrame="-9" soundAndFX="SFX[Charge Up:0],SFX[Mind Blast:8],VFX[MentalEffect:OnTargets:12]" desc="Psych out your enemy"></Atk>
Starting at space 8 you begin doing --1 points of damage.  At space 9 you begin doing --3.  It's just something interesting I noticed a few minutes ago.

EDIT: This has recently been FIXED

 95 
 on: October 09, 2014, 01:49:02 PM 
Started by CraigStern - Last post by CraigStern
--animated the promoted variation of the Cavalry Lance animation!

--began working on battle 4 for the month, Hills of Coria 2. I do believe this will mark the first battle in the game where you have to face enemy cavalry.

 96 
 on: October 08, 2014, 01:53:27 PM 
Started by CraigStern - Last post by CraigStern
--animated the promoted variation of the Bowman Bow animation. ;)

 97 
 on: October 07, 2014, 12:24:34 PM 
Started by CraigStern - Last post by CraigStern
--I've coded new functionality into Telepath Tactics! When the game runs, it automatically compares its version number to the latest version number online, then opens your browser with a download of the latest version's installer if the version numbers don't match.

This should make it much, much easier to keep the game updated; no having to constantly check for my announcements about installer updates to know when a new one is online, and no having to go digging around for the download URL when you find out there's a new version. ;)

 98 
 on: October 07, 2014, 10:56:18 AM 
Started by Ertxiem - Last post by CraigStern
Thanks for the suggestion; I'll keep that in mind for later balancing. ;)

 99 
 on: October 07, 2014, 09:50:30 AM 
Started by Ertxiem - Last post by bugfartboy
Attacks like Douse seem to be a little overpowered.  In the Guard Llama campaign, it is all too easy to simply fireproof your units while leveling Anu Partymember.  Maybe adding a limit to how long the effects last would solve it.  After all, someone could only stay wet for so long.

 100 
 on: October 07, 2014, 07:56:29 AM 
Started by CraigStern - Last post by CraigStern
--added treasure chests, an enemy stone golem to the Hills of Coria battle

--new advanced weapon type created: the Steam Crossbow

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