When animated monsters attack...
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When animated monsters attack...
Not sure if this is a bug as such, but definately a bug-bear for me.
When a monster attacks and hits, it's damage is applied immediately, before the animated attack has time to play. To me this breaks the use of animation in monster attacks.
Can damage be shown and applied after the last attack frame ?
When a monster attacks and hits, it's damage is applied immediately, before the animated attack has time to play. To me this breaks the use of animation in monster attacks.
Can damage be shown and applied after the last attack frame ?
Don't be scene or herd!
- George Gilbert
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The way to do is is to have a "delay before doing the damage" parameter in the attack method - then you can have it whereever you like.
The problem with doing that however, is that is generates huge problems for game play. For example, it would mean that at the time you swing the weapon, there might be a monster there, but at the time the damage is done, it's gone (or the other way around).
Interestingly, this could be viewed as being a good thing - for example, it would stop people ready-ing a weapon, leaping in front of a monster for a split-second, clicking the mouse and leaaping back out the way again. The question would be; is that too un-DM...
The problem with doing that however, is that is generates huge problems for game play. For example, it would mean that at the time you swing the weapon, there might be a monster there, but at the time the damage is done, it's gone (or the other way around).
Interestingly, this could be viewed as being a good thing - for example, it would stop people ready-ing a weapon, leaping in front of a monster for a split-second, clicking the mouse and leaaping back out the way again. The question would be; is that too un-DM...
- George Gilbert
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- Joined: Mon Sep 25, 2000 11:04 am
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Thinking about it, there would also be quite a serious UI issue for the party. For example, if there was a delay between clicking the mouse to initiate an attack by the party and the attack actually hitting the monster then you wouldn't be able to show the jagged damage image immediately. This would leave a second or two where the rest of the party were unable to make attacks. I don't think that would go down very well...
Don't get me wrong here, I actually really like the idea of having a delay, but I can't see how it would work in practice!
Don't get me wrong here, I actually really like the idea of having a delay, but I can't see how it would work in practice!
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
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Ok, sorry. How about a delay in the cloned monster itself, in the assignment of the attack method, add a delay there. Then it doesn't effect player attacks.
On moving away from an attack, why not. eg If you telegraph a hay-maker anyone in there right mind would step back, wouldn't they?
On moving away from an attack, why not. eg If you telegraph a hay-maker anyone in there right mind would step back, wouldn't they?
Don't be scene or herd!
I also suport this idea: Allowing the dungeon designer to have a menacing image for a split-second before a devastating attack might add some interesting possiblities for certain costum monsters. As usual however, this should be custom only, not general.
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