AE talk:Daodan overpower and upgrades
- Ok, talking with Iritscen on YIM, combined with https://www.bungie.net/Forums/posts.aspx?postID=27807403 (dead link), produced a few ideas.
- After both Daodan surges - 25 health boost - done in CHAR
- After the acid bath - 25 health boost - done in CHAR
- After the second Daodan surge - 5-10 damage upgrade across the board, could be done with new TRAMs, if we can agree on one we like.
- Possibly lowering the Daodan requirement to 90-95 percent health - done via DaodanDLL detection?
- Fists of Legend at 150% health - BSL scripting+engine modding? - could be done if I find 0x8B of free space in the EXE for a chr_wait_health_above function
- Gumby
 
 
- "25 health boost" x3? unless there is radically more challenging MELE and mission scripts taking advantage of it, this will make Oni easier than Easy.
- "5-10 damage upgrade across the board" doing this with TRAM attack parts is weird, especially if all the TRAM are affected. I'd use glows and trails.
- "lowering the Daodan requirement to 90-95 percent health" You want Konoko to glow at full health? O_o Or is that "Daodan" different from overpower?
- "Fists of Legend at 150% health - BSL scripting+engine modding?" Fists of Legend kinda suck, but such upgrades are readily scriptable, see below.
- geyser 15:38, 14 November 2008 (CET)
 
var int on_timer=5;
var int overpower_on=0;
var int full_health=200;
var int easiness=2;
func main {
    easiness=difficulty()
    if(easiness eq 0) full_health=260
    chr_mini_me=1
    chr_mini_me_amount=1
    chr_set_class 0 TCTF_swat_1
#    chr_set_class 0 muro_generic
#    chr_set_class 0 griffin_generic
    fork upgrade1
    fork upgrade2
}
func upgrade1 {
    if(on_timer eq 0) OverPowerOn
    on_timer=on_timer - 1
    sleep 1
    fork upgrade1
}
func upgrade2 {
    on_timer=5
    chr_wait_health(0,full_health)
    if(overpower_on) OverPowerOff
    sleep 1
    fork upgrade2
}
func OverPowerOn {
    overpower_on=1
    chr_set_class 0 TCTF_swat_blackops_1
#    chr_set_class 0 mutantmuro
#    chr_set_class 0 griffin_swat
    dmsg OverPowerON
}
func OverPowerOff {
    overpower_on=0
    chr_set_class 0 TCTF_swat_1
#    chr_set_class 0 muro_generic
#    chr_set_class 0 griffin_generic
    dmsg OverPowerOFF
}
Naturally, Oni will crash if an ONCC is missing. This shouldn't be too heavy on the BSL engine, despite the two simultaneous threads. --geyser 15:38, 14 November 2008 (CET)
- Two years later... Wow (or should I say "Weeeeeee!!!!!!!"?), I had forgotten all about this thingie, and I was going to reinvent it. Now that I found it, I'll just add support for difficulty level, shall I? And it's about time AE supported script mods, because this is what can take Oni's gameplay to a new level, if it's done right. --geyser 15:49, 26 November 2010 (UTC)
- Of course, I wouldn't mind if a complementary chr_wait_health_up function was implemented into the engine, but BSL clearly does the trick, and looks quite viable especially since upgrade1 can accommodate other stuff (fake randomizer, poisoning, etc). --geyser 15:49, 26 November 2010 (UTC)
