New features for actor conditions
Posted: Mon Sep 16, 2013 12:51 pm
I'm working on a quest, and there are some things I'd love to do with Actor Conditions, that are not possible with the current codebase & content editor. I'll list those ideas below. Please tell me what you think of them.
- Looking at the ActorStatsController & StatsModifierTraits classes, it seems that it may not be that hard to implement actor conditions inflicting other actor conditions (mimic the weapons' "On Kill" effects in the Actor Conditions' "Every Round (6s)" effect). I could see other uses, like a weapon or armour having a 5% chance to give you a condition that gives yoou an AP boost for the next (few) round(s).
- The Actor Conditions effects are either permanent, every round, or every full round. I'd like to be able to give effect on every hit and/or kill too. It seemed like more code work than previous point, but not that long/hard to achieve.
- This one seems even harder to implement, and I could do without it if the previous two get done, but I think it could be really fun : make Actors (NPCs & the Player) able to inflict effects (including actor conditions) when hit and/or killed. For example, you hit an enemy, you have a chance to get poisoned; you kill another, it heals you (that guy is made of bonemeal); or a weapon/skill that inflicts 1 damage to every NPC that hits you (auto-revenge !).
I could code the first one myself I think (at least for the game code, not the content editor), but I tried setting up Android Studio on my machine (Win 7 64, old Core i3, 4 GB RAM), but the emulator takes AGES to start AT (more than 15 minutes, sometimes 30), and I couldn't even start a new game in the launched instance of AT (stuck in the "loading resources..." dialog forever, left it run several hours), so I have no way to debug it. Anyway, I'm more looking for feedback on those ideas than help on dev environment setup
- Looking at the ActorStatsController & StatsModifierTraits classes, it seems that it may not be that hard to implement actor conditions inflicting other actor conditions (mimic the weapons' "On Kill" effects in the Actor Conditions' "Every Round (6s)" effect). I could see other uses, like a weapon or armour having a 5% chance to give you a condition that gives yoou an AP boost for the next (few) round(s).
- The Actor Conditions effects are either permanent, every round, or every full round. I'd like to be able to give effect on every hit and/or kill too. It seemed like more code work than previous point, but not that long/hard to achieve.
- This one seems even harder to implement, and I could do without it if the previous two get done, but I think it could be really fun : make Actors (NPCs & the Player) able to inflict effects (including actor conditions) when hit and/or killed. For example, you hit an enemy, you have a chance to get poisoned; you kill another, it heals you (that guy is made of bonemeal); or a weapon/skill that inflicts 1 damage to every NPC that hits you (auto-revenge !).
I could code the first one myself I think (at least for the game code, not the content editor), but I tried setting up Android Studio on my machine (Win 7 64, old Core i3, 4 GB RAM), but the emulator takes AGES to start AT (more than 15 minutes, sometimes 30), and I couldn't even start a new game in the launched instance of AT (stuck in the "loading resources..." dialog forever, left it run several hours), so I have no way to debug it. Anyway, I'm more looking for feedback on those ideas than help on dev environment setup
