Soda Dungeon 2

Soda Dungeon 2

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Lion_603 Jul 31, 2020 @ 12:20am
SodaScript
Hey guys, I'm getting into scripts, can someone please help me? I've got a few questions.

1st: Is it right that it checks the first trigger for first enemy, then second enemy, ... Then it goes to the second trigger on first enemy, second enemy and so on...
2nd: Is the status trigger just so incredibly vague? I'd like to check if an enemy is stunned for BM and poisoned for nurse and so on seperately.
3rd: Is there a way to integrate multi condition triggers? Let's say... the enemy is a boss and stunned?
Originally posted by zephyr_goldwing:
Can't help with your first question - I've only scratched the very surface of scripting - but yes, the status trigger is (currently at least, it might change in the future) limited to whether there's a buff/debuff applied or not, and no, there's currently no way to (easily) put together multi-condition triggers. You might be able to sort-of hack them together in some cases (so, isn't debuffed -> stun on the first line, is boss -> do something on the second line), but it's going to go off for every battle (you could work around that by having a condition for enemy = normal before it), and if the boss has any kind of debuff (such as poison) it won't try and stun the boss.
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The author of this thread has indicated that this post answers the original topic.
zephyr_goldwing Jul 31, 2020 @ 1:36am 
Can't help with your first question - I've only scratched the very surface of scripting - but yes, the status trigger is (currently at least, it might change in the future) limited to whether there's a buff/debuff applied or not, and no, there's currently no way to (easily) put together multi-condition triggers. You might be able to sort-of hack them together in some cases (so, isn't debuffed -> stun on the first line, is boss -> do something on the second line), but it's going to go off for every battle (you could work around that by having a condition for enemy = normal before it), and if the boss has any kind of debuff (such as poison) it won't try and stun the boss.
Lion_603 Jul 31, 2020 @ 2:26am 
Thank you. I was hoping to stun regular monsters on a normal crawl as that doesn't take up mana and greatly reduces mana, as long as there are more than 1 monsters. (I wouldn't like cooldown on a new level.)
But for Bosses my tactic is to always stun and since bosses usually are single monsters, this would already ♥♥♥♥ things up. Also for Bosses I like using nurses for poison so... yeah, I guess I'll optimize my scripts for normal crawls and accept that Janitors aren't optimized. I wouldn't like mysecond BM to always attempt to stun or stuff like that either.
Also, at the moment Minerals act kind of a protection to enemies because to save mana in mines or so I have a high priority to mine any present minerals.
I really love the idea to manually create "AI" behavior. But it's far from anything I would try to code in myself in classic text form.
zephyr_goldwing Jul 31, 2020 @ 2:10pm 
Originally posted by Lion_603:
Thank you. I was hoping to stun regular monsters on a normal crawl as that doesn't take up mana and greatly reduces mana, as long as there are more than 1 monsters. (I wouldn't like cooldown on a new level.)
But for Bosses my tactic is to always stun and since bosses usually are single monsters, this would already ♥♥♥♥ things up. Also for Bosses I like using nurses for poison so... yeah, I guess I'll optimize my scripts for normal crawls and accept that Janitors aren't optimized.

You're welcome :)

I believe (from other posts in this forum) that the Janitor may be getting adjusted at some point so he falls under the 'boss' category. Not sure when that will be, though.
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Date Posted: Jul 31, 2020 @ 12:20am
Posts: 3