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Author Topic: Pact (Oath ABS)  (Read 36806 times)

Offline Meiscool-2

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« Reply #135 on: December 29, 2005, 02:56:29 AM »
Quote
Originally posted by Omegadestroyer7
humorous weapon: wind fan


XXYXXX
YZZZYX
YZOXXX
XZXXXX
XYXXXX

does little/no damage, but is useful for dispersing crowds, any enemy the is hit, is pushed back to the corresponding Y panel.


That would be a neat toy, but I think it would be kinda hard to code, not to mention it wouldn't be very practical. I Like your other ideas, but not so much this one, sorry. But, keep suggesting em!
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Offline Omegadestroyer7

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« Reply #136 on: December 29, 2005, 07:16:16 AM »
yeah, like i said, it was just a random idea that came into my head, i know it's highly impractical, this seems like it;ll be more of a strategic fighting thing than randomly button-mashing where an item like that would help.
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Offline Shadowless1

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« Reply #137 on: December 29, 2005, 04:23:46 PM »
this game looks awesome meiscool you are really talented
took me 40 minutes to read through all the posts in detail
cant wait to play it ;)
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Offline Meiscool-2

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« Reply #138 on: December 29, 2005, 06:14:08 PM »
Quote
Originally posted by Omegadestroyer7
yeah, like i said, it was just a random idea that came into my head, i know it's highly impractical, this seems like it;ll be more of a strategic fighting thing than randomly button-mashing where an item like that would help.


Yes, this is pretty strategic, as it's very easy to die if you just run head-long into combat. With the WHP bars I'm going to put in it will become apparent that you also need to conserve weapon health or you'll be... in a word: weaponless.

And thankyou Shadowless1 for readying the whole thing, but you do know that I've got a whole other topic for this right lol? If you ever want to read through that one search it up or ask me for it.
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Offline neb87

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« Reply #139 on: December 30, 2005, 02:55:50 AM »
So the weapon system would be like the game dark cloud
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Offline Meiscool-2

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« Reply #140 on: December 30, 2005, 02:57:20 AM »
Quote
Originally posted by neb87
So the weapon system would be like the game dark cloud


Darkcloud 2; I'm not gonna be a total bitch and make you lose the weapon if it breaks, just lose the usage of it untill you get it fixed.
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Offline Seth Mitchell

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« Reply #141 on: December 30, 2005, 03:00:51 AM »
Kinda like Sound of the Dragon Tears.
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Offline Meiscool-2

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« Reply #142 on: December 31, 2005, 01:57:28 AM »
Ok, the WHP is up and functional. I've only got the right hand weapon done at the moment with pictures, but I've got them both coded.

Here's how it basically looks:
http://i26.photobucket.com/albums/c105/Meiscool2/350e5a37.png

Also, I've been thinking about the fact that most ABS games have huge arrays of skills, so I've giving a few more powers to the table. When your adren is full, and you have a set number of WHP left, you can use Breakdown skills. These skills cost all adren to use, and a certin ammount of WHP.

FlareBlade:
http://i26.photobucket.com/albums/c105/Meiscool2/683ca31e.png

Yes, the picture is orange because of the animation. And no, I haven't coded the adren take-away or the WHP take-away, this was just a test.
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Offline Meiscool-2

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Update on the Breakdown system
« Reply #143 on: December 31, 2005, 05:54:27 AM »
Ok, it been updated, and fully coded. Breakdowns will be done by holding the shift key long enough for the attack to charge up. Different breakdowns will be done by going into different key presses called Stances. It takes no adren to go into a stance, no hp, no nothing. However, the bad side is that all attacks you use while in a stance will be treated as Breakdown attacks, basically meaning that if you deside not to hold the shift key to use a Breakdown, then you will waste adren and your swing will go slower and take more time to recover from. Once you make a successful Breakdown attack, or press the same key to enter the stance, you will exit the stance and have to wait a certin ammount of time before you can reenter a stance and use an attack again. It's going to be like:

Press enter to enter stance choice
Pressing right will enter BreakDown Stance
Stance will begin
Sword Swings will become slower and take more Adren to swing, but can be held to use BreakDown
Once Breakdown is used or Enter is pressed, Stance ends.

Thus meaning I'll have four different stances probally.
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Offline Omegadestroyer7

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« Reply #144 on: December 31, 2005, 06:37:45 AM »
It sounds a little confusing, but i'm sure it'll become more clear once we have access to using it, basically, each weapon gets an ultimate attack that uses a lot of WHP and all of your adren. I'm pretty sure i've got the basis of this down. will different weapons get different breakdown abilities, and maybe you could make it so as you level up your weapon, the area of effect/damage of your breakdown skill is increased, but it also requires more WHP, and maybe a higher max adren as well.

EDIT: what about the other stances, there'd be normal, breakdown, and presumably some sort of recovery stance, and.... something else, maybe defensive? i don't quite understand that system yet, i'll figure it out.
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Offline Meiscool-2

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« Reply #145 on: December 31, 2005, 07:02:22 AM »
Four Stances, and I've only got one done. All stances will be attack ones, but can only be used with certin weapons. One will be a spin attack with the twin blades, one will be a long distance sword strike (one in picture) and I'll think up of something original for the others.

Hope this will explain it better:

By pressing enter, you open up a small menu that lets you press left, up, down, and right. By pressing right, you will go into one stance, by pressing up, you'll go into another. Each stance drains a certin ammount of Adren (the one above takes only 30 now, way to hard to do with it taking all 80) and they also take WHP. If you want to break out of the stance early, you can press enter again. If you succeed in the attack, then you have to wait to reenter a stance for short period, that way you can't spam it. Breakdown attacks are very very powerful, and will be most useful in boss fights or against slow/not moving targets. Because they are holding skills, and once you've held them long enough they excute automatically, they will require a certin amount of mental skill to time right and still hit with.
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Offline Shadowless1

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« Reply #146 on: December 31, 2005, 01:17:46 PM »
how bout this you have several stances/breakdowns for melee weapon and several for secondary/ranged weapon e.g=multi-bullets?

sounds awesome so far
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Offline Meiscool-2

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« Reply #147 on: December 31, 2005, 03:35:38 PM »
Quote
Originally posted by Shadowless1
how bout this you have several stances/breakdowns for melee weapon and several for secondary/ranged weapon e.g=multi-bullets?

sounds awesome so far


That would be cool, but it can't be done. I've already used every possible key that I can, so unless I get a key patch, which I don't want to get, I can't have any more non-event based abilities (event based meaning press this button at this time to jump and etc) I mean, even to go into stances I have you press two keys, which I don't really like having to make you do. Plus, I still have to code the menu.....

Here's what the Stance Choice Menu looks like.

http://i26.photobucket.com/albums/c105/Meiscool2/5874d14a.png

By pressing up, left, etc, you'll go into the coresponding stance. This picture shows you going into the right stance/Breakdown.

http://i26.photobucket.com/albums/c105/Meiscool2/ddbae26b.png

Then, you excute the attack, and the stance ends

http://i26.photobucket.com/albums/c105/Meiscool2/e9cb05d5.png

Or, you press enter again, to end the stance prematurly and save yourself from having to waste WHP and Adren:

http://i26.photobucket.com/albums/c105/Meiscool2/16114823.png

Stances will be power attacks that that are more direct then magic, as well as more damaging, but they are more costly.

If you look at my on screen menu in the lower left corner there's an empty space. That is where my Stance Shower or whatever I'm gonna call it will go. Basically, if you're in a stance, it will show up down there.

Now, as to menus, this game's menus will be sorta like Castlevaina (sp?), meaning that you can't pause and use the menu like you can in other games. Instead, the menu will be opened, you can do what you want with it, but you can still be hit my enemies. This will be tough to code, but it would be tougher to do it the other way around will all the on map things I have custom done.

Hope this explains the system well enough to you all.
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Offline Shadowless1

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« Reply #148 on: December 31, 2005, 09:35:15 PM »
ok was just a suggestion though
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Offline Omegadestroyer7

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« Reply #149 on: December 31, 2005, 11:31:08 PM »
yeah, i get it now. Thanks for clearing that up. the stance menu looks spiffy (that's good, i've been asked if that's good before... ._.) so yeah, keep it up!
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