Author Topic: Bot Weaknesses  (Read 1358 times)

I was wondering if anyone can make an onbotspawn/touch event, where the output is a projectile. When the bot gets hit by said projectile, they get knocked over for a brief moment unable to do anything (similar to The Sandman ball hitting someone's head), then can get back to fighting.
If you need a more detailed example, check out the Persona 4 games.

I might be able to do it with the default events and checkProjectile Add On event.
Gonna test today.

Here's a link to the checkProjectile event I'm blabbing on about http://forum.blockland.us/index.php?action=search
aka the loving search button, which is there for a reason lazy forgets.
« Last Edit: August 21, 2014, 08:32:36 AM by Space1255 »

Maybe just deactivate the bot for a few seconds? Should be an output event named setPowered

But I want it similar to a checkProjectile event I have
I.E. If it's Wind Blast and Water Ball (Magic Weapon set), then it will deactivate it
Anything else just does normal damage and nothing happens.


No tumbling, tumbles can be buggy.

No tumbling, tumbles can be buggy.
You could possibly make them sit and shake their heads while a custom star emote plays over their head. Are you wanting to make a weapon that usually does damage to just stun bots, and not damage the bots? In that case you would need to either disable damage in the weapon's script first, or add health to the bot whenever the projectile hits it (but then the damage sound would still play)

You could possibly make them sit and shake their heads while a custom star emote plays over their head. Are you wanting to make a weapon that usually does damage to just stun bots, and not damage the bots? In that case you would need to either disable damage in the weapon's script first, or add health to the bot whenever the projectile hits it (but then the damage sound would still play)
I want it to be like the weakness system from the Persona series (Megami Tensei franchise),
I.e. An enemy is weak to ZIO, an electric attack. When it gets hit, it goes down, allowing the player another attack.