[Ohrrpgce] [ohrrpgce:bugs] #2044 Combat system idea compilation

Santino Labbate santinolabbate at users.sourceforge.net
Thu Apr 11 16:59:35 PDT 2019




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** [bugs:#2044] Combat system idea compilation**

**Status:** open
**Milestone:** OHRRPGCE
**Created:** Thu Apr 11, 2019 11:59 PM UTC by Santino Labbate
**Last Updated:** Thu Apr 11, 2019 11:59 PM UTC
**Owner:** nobody


*(To avoid monopolizing the forum, I'll inlclude many of my combat system feature requests here. If you think it's better that I make separate posts for each of them, let me know.)*

**"Show Enemy Health bar" bitset:**

For some games, being able to see enemy health would add a lot of flavor to combat strategy. For example, we could better make "execute" style attacks and more generally allow players to plan a battle around how apparently long it will take to defeat a foe.

There could be a general bitset and/or a bitset on individual enemies that would display their health bar behind their name (or simply a number below it) when they are selected as an attack target.

**Different color damage popups for elemental weaknesses/strengths:**

For example, if an attack only does 50% damage to its target (due to resistance) the damage popup will be dark grey instead of white. These options could be in the "User Interface Colors" menu (or in the Battle System Options menu) as "Strong to element color" and "Weak to element color" which would start out the same (white) by default.

**"Use attacks in order" bitset for enemies**

For example, with this bitset enabled, an enemy will try to use abilities in the order they appear in their attack list rather than randomly chosing them. This will require more data to be stored with each enemy (probably one variable for each of the three relevant attack lists: normal, desperation and alone), but it sure would allow for some spiffy combat theatre.






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