LoD Additions System: Possible??

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LoD Additions System

Legend of Dragoon's Additions System.

Here's the system I'm talking about:



Now, it doesn't need to be as complicated as that (I don't WANT it that complicated, that was fun, but REALLY annoying at first).Also, DON'T WORRY ABOUT MAKING IT MUI. It's for a Campaign. And Turn-based battle. Nothing happens simultaneously. If you can and want to, be my guest. Not sure if this helps, but that's how it is. Details follow.

First off, I'm using Redscores' RBB (Round-Based-Battle) System, which is made to be like the old RPG battle systems, like LoD. Here's what I'm looking for:


  • Double+ Attacks from hitting a button at the right time
  • "Finishing blow" effect based on the number of attacks
  • Preferably a visual indication of the time to attack
  • Scaling damage relative to the number of hits is a must
  • Ability to increase the number of hits when certain conditions are met in game. (Start at 1 or 2, max of 8, or so)
That is about how I would like to see it implemented. To be a little more specific about the RBB system, there is no regular "Attack" as defined by wc3 units. Even the regular attack is Triggered.

Now, the absolute optimal result would be the ability to attack twice by hitting the Hotkey for Attack (Lets use 'A' for the example). There will be a simple visual indicator (up to you) to indicate the correct timing. Without it, it's okay, although it'll be like the system in Super Mario RPG/Paper Mario/M&L Super Star Saga, which was even MORE obnoxious because you had to guess.

One more thing. As you'll see in that vid, the timing was different for every one of them. For instance, if you had a 1 second wait for the 2-chain, that doesn't mean the 4-chain was "HIT (wait 1s) HIT (wait 1s) HIT (wait 1s) HIT" It was more like HIT (Wait 1s) HIT (Wait .5s) HIT (wait .75s) HIT. The ability to change up the timing for different tiers would be preferred.

As for Finishing Moves... They don't really gotta be anything too special. If you wish to make some feel free, but the ability to plug them in and/or replace them would be nice.

The most important part is that I don't want to be able to do, say, an 8-chain attack at the start of the game and do 16+17+14+20+14+15+15+17=128 damage, when the mob only has, say, 30 hp. So there would be a need to "level it up" when certain conditions are met. OR if it isn't possible to "level up" with so many, perhaps a 2-chain system with different ending moves that you can gain periodically (Although, that kind of defeats the purpose, it would still be a nice substitute, and would really only be preferred in the event that the original isn't plausible.) that do varying amounts of damage.



  • Double+ hits based on the timing of hitting a button (Hotkey). Different timing between hits.
  • Visual Indicator (Your choice, as long as it's able to signify timing) for timing the button press.
  • Designed for use of a Third-party camera Not default wc3 camera.
  • Ability to increase the number of hits allowed under certain conditions. IF POSSIBLE, preferably would like it to be based on the number of (perfect) executions (For instance: You get a 3-chain Addition adter using a 2-chain 100 times. You get a 4-chain after using a 3-chain 145 times. etc.). Ability to balance is necessary. Otherwise, upon leveling. (For instance: Get third hit at 15. Get fourth at 25. etc. And the 8th would be a reward from some insanely hard optional quest, or something.)
  • Ability to have a "spell" cast at the end of the chain, to signify completing the chain successfully. These individual spells don't need to be made at this time, although if possible, one (VERY) simple one included for a 2-chain as an example.
I think that about covers the optimal system I'm looking for. Here's some ideas for some backups if some parts aren't possible.



  • 2-chain capability upon the pressing of the corresponding button (Hotkey).
  • Visual Indicator (OPTIONAL, but still absolutely preferred, if possible. Will make it MUCH easier to use.) for timing. Another possibility is an audible indicator. Perhaps a short beep?
  • If unable to increase the number of hits available under certain conditions, then the ability to have numerous "Finishing Blows" (Like, 8-10 per char; 5+ chars) that are... "Equipable" (With some kind of index for ones you have) so that you can only use one at once, at user's choice.


I think that just about covers what I'm looking for. I tried to make it as detailed as possible. If you need more information, PLEASE ask.

Credits will ABSOLUTELY be given, as will +REP as well as undying worship as a god for this if possible.

it is VERY possible.
as the movie i mean
basicly, this is how if you know how to code:

1. make an count which has all combos for every hero type possible, then save up combos, (serval counts, or whatever)
save all info you need about combos, name, etc, animation to play, whatever you need.

2. every usage of a custom made attack spell (probably a hotkey used..)
it checks current count, which increases by hit in an X time untill a timer disabled it self,
every time it re-sets the timer to the interval,
as long as the timer is still, it continues, untill max count, or what ever.
then do a loop to check unit type from the arrays (unless only 1 hero)
then play all arrays using the new count that increases per hit.
(make sure you reset the count each time)

Thanks for reading, I know that's a lot of information, and I was probably redundant in a few places. I may have also missed some things, as ideas kept coming as I typed this.
 
Last edited:
it is VERY possible.
as the movie i mean
basicly, this is how if you know how to code:

1. make an count which has all combos for every hero type possible, then save up combos, (serval counts, or whatever)
save all info you need about combos, name, etc, animation to play, whatever you need.

2. every usage of a custom made attack spell (probably a hotkey used..)
it checks current count, which increases by hit in an X time untill a timer disabled it self,
every time it re-sets the timer to the interval,
as long as the timer is still, it continues, untill max count, or what ever.
then do a loop to check unit type from the arrays (unless only 1 hero)
then play all arrays using the new count that increases per hit.
(make sure you reset the count each time)
 
Thank you SO very much for responding! Looks like you guys are swamped over there in the other thread, so I won't ask, ;)

Also, I don't know how to code. I don't even know how to use GUI, I just do it based on pure logic and BS solutions. Takes a LOT of trial and error, though, >.>

Also, can I quote what you said and add it to my first post? :D
 
Bump. Seems the guys in the spell workshop aren't too sure how to make this (or are too busy). Still would love it if someone could make this for me!
 
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