AE talk:Daodan overpower and upgrades

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Revision as of 15:49, 26 November 2010 by Geyser (talk | contribs) (i think this script rules)
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File:SSJ Konoko.jpg
Weeeeeee!!!!!!! Upgrade!
Ok, talking with Iritscen on YIM, combined with http://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)