Author Topic: "glue" weapon ?  (Read 1007 times)

Offline robin

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"glue" weapon ?
« on: December 09, 2020, 09:44:22 pm »
The idea is that this alien hunts by spitting a sticky slime/whatever that hinders the movement of the prey, making it easier to reach and bite/sting.
How would you guys think it's best to implement such idea (if possible)?

I know that I can use damageAlter to damage TUs and Energy, but last time I checked the damage (or penalty) didn't carry over to the next turn; so for example if an alien hit a soldier with such weapon, on the next player turn the penalty would have gone (am I wrong? AFAIK TUs would completely restore; on the other hand Energy would restore partially... I'm almost tempted to give every action an Energy cost...)

Online Meridian

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Re: "glue" weapon ?
« Reply #1 on: December 09, 2020, 09:57:28 pm »
put a tag on the victim when hit and modify stat regen on new turn using scripts

if that sounded like ancient summerian to you, reply with a (simple) example with some real numbers/effects and I'll try to script it for you

Offline robin

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Re: "glue" weapon ?
« Reply #2 on: December 09, 2020, 10:17:15 pm »
I don't know anything about scripts.
Is there some "for big dummies" documentation around?
Anyway I'll try to think about an example of how it should work
« Last Edit: December 09, 2020, 11:21:16 pm by robin »

Offline The Reaver of Darkness

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Re: "glue" weapon ?
« Reply #3 on: December 10, 2020, 04:00:57 pm »
Anyway I'll try to think about an example of how it should work
Just give him the damageAlter version and tell him which parts you want to persist on the next turn.

Offline robin

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Re: "glue" weapon ?
« Reply #4 on: December 10, 2020, 10:19:51 pm »
Yes, I want to test it a little with damageAlter to have a clearer picture of what I want.
Also I want to draft an animation effect and see if it makes sense visually.
I don't want to waste Meridian's time with some vague/undercooked idea.

Offline robin

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Re: "glue" weapon ?
« Reply #5 on: December 20, 2020, 06:56:45 pm »
alien bukkake in progress. The V2 still ends a bit abruptly; might be ok though, I'll have to check ingame.

Offline The Martian

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Re: "glue" weapon ?
« Reply #6 on: December 21, 2020, 07:43:47 am »
Those look excellent.

Offline robin

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Re: "glue" weapon ?
« Reply #7 on: December 26, 2020, 03:46:10 pm »
final version (12 frames).
edit: not final version because it has to be 10 frames max

Code: [Select]
    damageAlter:
      IgnoreDirection: true
      ArmorEffectiveness: 0.1
      ToArmor: 0.0
      ToHealth: 0.0
      #ToStun: 0.25  #default
      ToWound: 0.0
      ToTime: 0.5
      ToEnergy: 1.0
      ToTile: 0.0
    damageType: 8  #
damageType should probably be = 0, to ignore any resistance?
I think the Strength stat should act like armor against this damage., because the more powerful a creature, the harder to pin down with the goo. IMHO it makes more sense as counterweight than plain armor.
« Last Edit: December 26, 2020, 03:53:53 pm by robin »