AE talk:Daodan overpower and upgrades: Difference between revisions
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[[Image:SSJ_Konoko.jpg|thumb|256px|Weeeeeee!!!!!!! Upgrade!]] | [[Image:SSJ_Konoko.jpg|thumb|256px|Weeeeeee!!!!!!! Upgrade!]] | ||
:Ok, talking with Iritscen on YIM, combined with | :Ok, talking with Iritscen on YIM, combined with https://www.bungie.net/Forums/posts.aspx?postID=27807403, produced a few ideas. | ||
:After both Daodan surges - 25 health boost - done in CHAR | :After both Daodan surges - 25 health boost - done in CHAR | ||
:After the acid bath - 25 health boost - done in CHAR | :After the acid bath - 25 health boost - done in CHAR |
Revision as of 02:24, 7 February 2021
File:SSJ Konoko.jpg
Weeeeeee!!!!!!! Upgrade!
- Ok, talking with Iritscen on YIM, combined with https://www.bungie.net/Forums/posts.aspx?postID=27807403, 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)