[Ohrrpgce] [ohrrpgce/ohrrpgce] New attack cost, availability and conditional target settings (#1121)

Ralph Versteegen notifications at github.com
Sat Apr 25 02:07:36 PDT 2020


Attack costs decide whether you can perform an attack, but there could also be conditions that limit the available targets. Those are similar enough to be filed together. But I think the Costs menu could become "Costs and Availability" (or "Costs and Conditions") to include settings that don't deduct but do affect availability. (Costs already act like that sometimes, see #1098). Or maybe use/availability conditions and targetting conditions should be in the same submenu?

We ought to have arbitrary stat costs. This is easy to implement, the only reason I haven't is because of #1098, which definitely should be fixed before adding more cost settings.

It's not really a cost, but a setting to control how full to leave the ready bar after the attack would be good (active time battles only). Have to decide how it interacts with chains and delayed attacks.

You can do a lot with attack chains, but you can't make the check happen before the player/enemy picks their attack (from a menu) or their target. I think somehow checking the chain conditions early at the time the attack is used is too complex so instead I'd like to add equivalent availability conditions:
* Attack stat above/below value/%
* Tag check*
* Attacker stat above/below attacker stat

And target conditions:
* Target stat above/below value/%
* Attacker stat above/below target stat
* Distance from attacker above/below value  (not a chain condition)

But custom availability conditions ought to mean also having custom 'cost' captions in the spells list.

*Attacks in the (top level of the) hero battle menu can have tag conditions, but there should be tag conditions directly in the Costs/availability menu. There's already an Attack Tags menu, but that submenu is for attack effects, not conditions.


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