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Maxaxle
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Post by Maxaxle »

bgbirdsey wrote:the target is chosen when the arrow particle is created. we could maybe create another script function that would let the script specify a particle target. But then you would have to make the arrow work by holding down the action button to "charge" the arrow (and this is where you would see the targeting effect) and releasing the button to fire it.

Charging should only work on bows/knives/spears, but targeting should work on ANY ranged weapon.
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octagon
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Post by octagon »

Targeting should really be implemented, at least as a skill for Elf/Ranger/Rogue/Huntress.
And I think that charging should be deactivatable somehow. If bow shots always are charged, it would be much harder to fire the clouds of arrows that are one big strength of the elf...
If only we had a "mode switch" key for items. 5/6, R/U or something else could serve that purpose. That would make the usage of spears (throwing or wielding), bracelets (putting on or not), potions (quaffing or throwing) and playing healers and paladins (healing or meleeing) very better, easier and much more fun.
The scripting effort is probably horrible, though... but I think that it would enhance the Egoboo gameplay really much.
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Zefz
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Post by Zefz »

The major issue is that we do not want to add additional control buttons the player has to relate too. We already have too many buttons to keep track of.
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octagon
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Post by octagon »

The players don't need to. Those who are too lazy, conservative or puristic to use the new button just can play like they are used to, and those who prefer selection over replacement (it sucks that you can't wield spears if you stacked them) can just use the new key if they like. It would make everything so much easier.
IMO, the amount of buttons used in Egoboo is only medium - but maybe that is just the flavour of someone who likes to play Clonk (which uses 12 buttons and has a complex magic system where you have to use up to 5 keys in right order to cast a spell) and isn't distracted or confused in any way.
Speaking of Clonk, there is a "double-dig" control used for many things. Maybe "double-use" could be implemented if you think that too many buttons are already used?
Cimeries
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Post by Cimeries »

Or simply make a way to distinguish between holding and tapping. It's already been done with some spells and items.
:wink:
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penguinflyer2222
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Post by penguinflyer2222 »

:agree:
So you tap it to throw spears and hold it longer to hold them?
......
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