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Conditional Weapon Swap Components #34

Description

@jrconway3

I want to create Custom Weapon Swap Components to support advanced features. The following features I want to implement with this mechanic:

  • Counter With Staves
    • A mechanic similar to Radiant Dawn's staff counter.
    • Normally, staves cannot attack. However, in Radiant Dawn, a unit equipped with a staff will hit with the staff on counterattack.
    • The staff has different stats when used as a weapon compared to being used as a staff.
    • This mechanic could also be used if someone wanted to implement a strike system.
    • Need to determine how uses work here. We could rely on using the parent item's uses, but should hitting with the staff exhaust its uses or should that be a different measure? Maybe we should allow the ability to inherit uses or set uses to infinite.
  • Counter With Alternate Weapon If Current Weapon is Out of Range
    • This is mostly referring to Bows. The context here would be allowing a unit to use a different weapon like a Dagger at close range.
    • Another alternative could be having, IDK, an "arrow" strike or striking back with the bow. This would allow the weapon to still be penalized for being used out of range.
    • The other option is to simply select a different weapon in your inventory you can attack with. I plan to implement this, too.
  • Replace Weapon on 0 Uses
    • When a weapon reaches 0 uses, swap the weapon out with the weapon provided.
    • This is for the purpose of having something akin to "Broken Sword". The weapon should still be the same weapon and can be repaired into the original weapon.

Other features:

  • Custom Condition
  • Custom Combat Condition

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componentsCustom components for items or skills.editorsAdding new editors or improving existing ones.enhancementNew feature or request

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