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Basic attack simulator. - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Frictional Games (https://www.frictionalgames.com/forum/forum-3.html) +--- Forum: Off-Topic (https://www.frictionalgames.com/forum/forum-16.html) +--- Thread: Basic attack simulator. (/thread-18251.html) |
RE: Basic attack simulator. - Ghieri - 10-08-2012 Project not dead, just that every time I add a new feature, it seems like I have to re-write the code. In the meantime, here's a sneak of my latest work: ![]() RE: Basic attack simulator. - Bridge - 10-08-2012 You may want to take advantage of ActionScript's excellent randomization functions and incorporate some actual dicerolling (since you wanted critical hits). It's pretty easy to implement because ActionScript gives you everything you need. Just specify the limits for each attack and use the random function + modify the damage based on the outcome. EDIT: Also, just a little cosmetic suggestion: I recommend changing the font and not using such obvious gradient fills. They are classic noob design decisions. RE: Basic attack simulator. - Ghieri - 10-08-2012 Quote: You may want to take advantage of ActionScript's excellent randomizationAlready taken care of. Dicerolling implemented in practically every feature. Quote: EDIT: Also, just a little cosmetic suggestion: I recommend changing theIt's programmer art, filler stuff. RE: Basic attack simulator. - Bridge - 10-08-2012 (10-08-2012, 12:53 PM)Aldighieri Wrote:Alright then. Good luck with this.Quote: You may want to take advantage of ActionScript's excellent randomizationAlready taken care of. Dicerolling implemented in practically every feature. RE: Basic attack simulator. - Ghieri - 10-20-2012 I wanted to run this idea for a party system past someone before implementing it, and I might as well do it here. So I already have multiple enemies set up. What I was thinking, is that I add a number of moves per turn, depending on the number of enemies. Each action you perform takes a turn. Basically, you can do multiple actions per turn if there are multiple enemies. This would include: The attack,defend, heal buttons. Possible skills. Switch characters. That last one is important, it means that I can use the code I implemented to "reload" the character during a battle with new stats. This gives me the option to have multiple character sheets available, and one of them is loaded into the main character slot depending on the player's selection. It's easy to code, and easy to balance, but I just want to make sure I'm not just doing something because it's "easy." So, what do you think? Any thoughts? |