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Battle System: Remaining, not implemented stuff #821

Closed
35 tasks done
Ghabry opened this issue Mar 15, 2016 · 15 comments · Fixed by #1785
Closed
35 tasks done

Battle System: Remaining, not implemented stuff #821

Ghabry opened this issue Mar 15, 2016 · 15 comments · Fixed by #1785

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@Ghabry
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Ghabry commented Mar 15, 2016

This is a meta bug to track the remaining battle stuff that is not implemented.
When fixing bugs please reference #821 in your pull request :)

  • Battle Action: Defend command: Not working at all in 2003, not sure about 2000. (Animation is wrong in 2003 but this only visual)
  • Actor: Dual Wield: "Equip Weapon with both hands". When doing a normal attack the attack animations of both weapons will play and the damage is the sum of both. Also needs testing if the Equipment Scene handles this since 0.6
  • Actor: Mighty Guard: "The effect of the [Defend] command will be doubled, further reducing received damage."
  • Actor: Element Guard: Multiplier for damage receiving
  • Skills: Ignore defense: "the specified stat will be reduced without applying the opponent's defence."
  • Skills: States. The 2nd non-default option (Heal instead of Inflict) is not handled. since 0.6.1
  • Skills: Attack Element is not respected
  • Skills: Reduce Resistance "If enabled, the resistance to the checked types in (14) of the target characters will decrease or increase by 1 stage." (so from C to D, or C to B)
  • Skills: MP cost based on percentage
  • Items: Two handed (needs changes to Equipment scene?) since 0.6
  • Items: MP cost (What is this? You can use Items as skills, maybe they mean this)
  • Items: Critical rate: We only handle the actor critical rate
  • Items: Effect: Preemptive Advantage during battle "Ignores agility and attacks at the beginning of the turn." Partly, not for 2k full since 0.6
  • Items: Effect: Attack twice at the same time " Each normal attack hits the enemy twice." since 0.6
  • Items: Effect: Attack all enemies at the same time "Each normal attack hits the entire troop."
  • Items: Effect: Ignore enemy dodge rate "Attack accuracy ignores the enemy's agility." since 0.6
  • Items: Effect: Player can't unequip. The equipment cannot be removed. (Needs a change to the Equipment scene)
  • Items: Attack element
  • Items: State handling: needs tests
  • Items (Weapons): The 2nd option (heal instead of inflict) for states since 0.6
  • Items (Other): The 2nd option (inflict instead of resist) for states since 0.6.1
  • Items: State Infliction % (is that handled???)
  • Items: Prevent Critical Hits "Enemy characters will not critically hit the wearer". since 0.6
  • Items: Increase dodge rate for physical attacks "Normal attacks dealt by enemy characters will miss more often."
  • Items: Half MP Cost " The MP cost required for skills will be halved."
  • Items: Negate Terrain damage "Damage from terrain will not be taken." since 0.6
  • Items: Player can't unequip "The equipment cannot be removed." - Equipment scene since 0.6
  • Enemies: [Normal Attacks Miss] "the accuracy level of the enemy character's normal attacks is reduced to 70% instead of the usual 90%. This does not affect other moves like skills."
  • Enemies: Elemental Rate
  • States: Accuracy modifier since 0.6
  • States: Recover when Hit X% Chance of Recovery
  • States: 100% Dodge "In battle, for as long as this state is active, opponent attacks will not hit (except for skills)." since 0.6
  • States: Reflect Magic "In battle, for as long as this state is active, skills used by the opponent will be reflected and deal damage to the user instead."
  • States: Fixed Equipment "For as long as this state is active, weapons and equipment cannot be changed." - Needs change to equipment scene since 0.6
  • States: Actor Status (Double and Halved)
  • [x] System2: Flip assets if facing the other direction "Not documented in the help file m(" Moved to Battle 2k3: Flip assets if facing the other direction option  #1564

actor

elements

enemies

items

shield

skills

states

@Ghabry Ghabry added this to the 0.6.0 milestone Mar 15, 2016
@Tondorian
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Enemies: [Normal Attacks Miss] "the accuracy level of the enemy character's normal attacks is reduced to 70% instead of the usual 90%. This does not affect other moves like skills."

is allready handled in master
game_battlealgorithm.cpp line 474

and game_enemy.cpp line 162

@Tondorian Tondorian mentioned this issue Mar 17, 2016
@Ghabry
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Ghabry commented Jun 14, 2016

The following will be fixed by #905

"Items: Effect: Preemptive Advantage during battle "Ignores agility and attacks at the beginning of the turn."

"Items: Half MP Cost " The MP cost required for skills will be halved."

@fdelapena
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fdelapena commented Jul 11, 2016

Is the "enable combo" feature in this list? several games show around 5 warnings per second with this one. Fixed, thanks!

@MudarraP
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MudarraP commented Jul 27, 2016

Not sure if this one has been taken into account in the current list, I'll try to explain in detail.
There are items which can be selected as "Special" type and can be attached to skills. In the example image, the skill "Rompe-Barrera" decreases the enemy defense (which in the beginning of the battle was increased with another skill). In easyRPG using the item does nothing (the usage message is shown, and that's all), so the battle remains impossible, because the enemy can get his defense stronger with his skill, but you can't decrease his defense using the item.

REVIEW: The item not decrease the value of defense, but the different types of defense (sword, fire, water, wind, etc.)

mdo-item

@carstene1ns
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carstene1ns commented Jan 8, 2017

System2: Flip assets if facing the other direction "Not documented in the help file m("

if I remember correctly, this affects Pom gets WI-FI, in RPG_RT they turn around:
flip

@Ghabry
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Ghabry commented Jan 21, 2017

"Skills: States. The 2nd non-default option (Heal instead of Inflict) is not handled." breaks the skill Zwiestrich in Wolfenhain.

@Ghabry
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Ghabry commented Aug 13, 2017

Not worth opening an extra issue: "Change Battle Commands"
"if there are already 6 battle commands, the command to [Add] will be ignored."

@Albeleon
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Albeleon commented Jul 7, 2018

#1373 The number after each issue refers to each commit inside this PR
"Actor: Dual Wield: "Equip Weapon with both hands". When doing a normal attack the attack animations of both weapons will play and the damage is the sum of both. Also needs testing if the Equipment Scene handles this"
3.19: Implemented in 2k battles. Needs testing in 2k3 battles and the Equipment Scene.

"Items: Effect: Attack twice at the same time " Each normal attack hits the enemy twice.""
2.24: Implemented in battle 2k. Needs testing in 2k3.

" Items: Effect: Ignore enemy dodge rate "Attack accuracy ignores the enemy's agility.""
Was partly implemented in #1259 but now in 3.19 is updated to consider both weapons.

" Items: Prevent Critical Hits "Enemy characters will not critically hit the wearer"."
3.18: Implemented.

"States: Accuracy modifier"
2.34: Implemented.

@Ghabry Ghabry added the Needs feedback Waiting for the issue author to give further information. label Jul 7, 2018
@Ghabry
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Ghabry commented Dec 12, 2018

@fmatthew5876
Could you take a look at this?

The current status should be the following (or pending a merge):

Implemented:

  • Actor: Dual Wield: "Equip Weapon with both hands". When doing a normal attack the attack animations of both weapons will play and the damage is the sum of both. Also needs testing if the Equipment Scene handles this
  • Items: Two handed (needs changes to Equipment scene?)
  • Items: Effect: Ignore enemy dodge rate "Attack accuracy ignores the enemy's agility."
  • Items: Negate Terrain damage "Damage from terrain will not be taken."
  • States: Accuracy modifier

Not sure:

  • Skills: States. The 2nd non-default option (Heal instead of Inflict) is not handled. (do we handle this?)
  • Items: Effect: Attack twice at the same time " Each normal attack hits the enemy twice." (do we handle this?)
  • Items: The 2nd option (heal instead of inflict) for states

Missing?:

  • Items: Effect: Player can't unequip. The equipment cannot be removed. (Needs a change to the Equipment scene)
  • Items: Player can't unequip "The equipment cannot be removed." - Equipment scene
  • States: Fixed Equipment "For as long as this state is active, weapons and equipment cannot be changed." - Needs change to equipment scene

@fmatthew5876
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These are in master, please check them off.

  • Actor: Dual Wield: "Equip Weapon with both hands". When doing a normal attack the attack animations of both weapons will play and the damage is the sum of both. Also needs testing if the Equipment Scene handles this
  • Items: Two handed (needs changes to Equipment scene?)
  • Items: Effect: Ignore enemy dodge rate "Attack accuracy ignores the enemy's agility."
  • States: Accuracy modifier
  • Items: Negate Terrain damage "Damage from terrain will not be taken." (Note: I also tested the screen does not flash when entire party is protected)
  • Items: Effect: Attack twice at the same time " Each normal attack hits the enemy twice." (do we handle this?)

This is implemented for weapons. Need to check for armor that inflicts states.

  • Items: The 2nd option (heal instead of inflict) for states

The rest need to be checked further and/or implemented.

@fmatthew5876
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Regarding "Items: The 2nd option (heal instead of inflict) for states"..

I recommend splitting this into 2 tasks: weapons and armor.

As I mentioned, weapons are done.

Armor state inflict is more complicated. There are a lot of questions:
What happens if you try to remove the state from:

  • Medicine?
  • Skill?
  • weapon attack?
  • EventCommand: Remove State Actor
  • EventCommand: Remove State Monster
  • EventCommand: Full Recovery
  • EventCommand: Rest at the Inn
  • Other state inflicted with priority + 10?

Since its a 2k3 feature, I'd expect at least 1 or 2 of these to have bugs in RPG_RT.

@fmatthew5876
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fmatthew5876 commented Dec 13, 2018

* Items: Effect: Player can't unequip. The equipment cannot be removed. (Needs a change to the Equipment scene)

This is already in master

* Items: Player can't unequip "The equipment cannot be removed." - Equipment scene
* States: Fixed Equipment "For as long as this state is active, weapons and equipment cannot be changed." - Needs change to equipment scene

In #1562

@fmatthew5876
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Items: Effect: Preemptive Advantage during battle "Ignores agility and attacks at the beginning of the turn." Partly, not for 2k

This is fully implemented in 0.6

@Ghabry
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Ghabry commented Dec 13, 2018

okay so if I didnt mess this up this keeps us with.

  • Skills: States. The 2nd non-default option (Heal instead of Inflict) is not handled.
  • Items (Other): The 2nd option (heal instead of inflict) for states

I will move the enemy flipping in a different issue. Because this one will fall much later and is only visual

@Ghabry Ghabry modified the milestones: 0.7.0, 0.6.0 (likely) Dec 13, 2018
@Ghabry Ghabry removed the Needs feedback Waiting for the issue author to give further information. label Dec 13, 2018
@Ghabry Ghabry modified the milestones: 0.6.0, 0.6.x Mar 2, 2019
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 25, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states.. We keep a
record of what we did, then do it again in Apply().
Finally, we replay this record once more to print the messages.

This also implements the skill state healing feature from EasyRPG#821
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 25, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states.. We keep a
record of what we did, then do it again in Apply().
Finally, we replay this record once more to print the messages.

This also implements the skill state healing feature from EasyRPG#821

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 25, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states.. We keep a
record of what we did, then do it again in Apply().
Finally, we replay this record once more to print the messages.

This also implements the skill state healing feature from EasyRPG#821

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 26, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states.. We keep a
record of what we did, then do it again in Apply().
Finally, we replay this record once more to print the messages.

This also implements the skill state healing feature from EasyRPG#821

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 26, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states.. We keep a
record of what we did, then do it again in Apply().
Finally, we replay this record once more to print the messages.

This also implements the skill state healing feature from EasyRPG#821

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 26, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states. We keep a
record of what we did, then do it again for real in Apply().
Finally, we replay this record once more to print the messages
in 2k battle.

* Implements the skill reverse_state_effect chunk from EasyRPG#821
* Implements physical skills healing states like normal attacks.

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 26, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states. We keep a
record of what we did, then do it again for real in Apply().
Finally, we replay this record once more to print the messages
in 2k battle.

* Implements the skill reverse_state_effect chunk from EasyRPG#821
* Implements physical skills healing states like normal attacks.

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 26, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states. We keep a
record of what we did, then do it again for real in Apply().
Finally, we replay this record once more to print the messages
in 2k battle.

* Implements the skill reverse_state_effect chunk from EasyRPG#821
* Implements physical skills healing states like normal attacks.

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 31, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states. We keep a
record of what we did, then do it again for real in Apply().
Finally, we replay this record once more to print the messages
in 2k battle.

* Implements the skill reverse_state_effect chunk from EasyRPG#821
* Implements physical skills healing states like normal attacks.

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue May 1, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states. We keep a
record of what we did, then do it again for real in Apply().
Finally, we replay this record once more to print the messages
in 2k battle.

* Implements the skill reverse_state_effect chunk from EasyRPG#821
* Implements physical skills healing states like normal attacks.

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue May 25, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states. We keep a
record of what we did, then do it again for real in Apply().
Finally, we replay this record once more to print the messages
in 2k battle.

* Implements the skill reverse_state_effect chunk from EasyRPG#821
* Implements physical skills healing states like normal attacks.

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
@fmatthew5876
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With #1726 this is finally done

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue May 29, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states. We keep a
record of what we did, then do it again for real in Apply().
Finally, we replay this record once more to print the messages
in 2k battle.

* Implements the skill reverse_state_effect chunk from EasyRPG#821
* Implements physical skills healing states like normal attacks.

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue May 31, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states. We keep a
record of what we did, then do it again for real in Apply().
Finally, we replay this record once more to print the messages
in 2k battle.

* Implements the skill reverse_state_effect chunk from EasyRPG#821
* Implements physical skills healing states like normal attacks.

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Jun 6, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states. We keep a
record of what we did, then do it again for real in Apply().
Finally, we replay this record once more to print the messages
in 2k battle.

* Implements the skill reverse_state_effect chunk from EasyRPG#821
* Implements physical skills healing states like normal attacks.

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Jun 8, 2019
States are infliced and healed in the order they happen. In order
to faithfully replicate this, in Execute() we make a copy of our
target and then try to add and remove the states. We keep a
record of what we did, then do it again for real in Apply().
Finally, we replay this record once more to print the messages
in 2k battle.

* Implements the skill reverse_state_effect chunk from EasyRPG#821
* Implements physical skills healing states like normal attacks.

This solution is really bad, but so far there appears to be
nothing better without a major refactor of how we process
battle aglorithms.
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