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At some point, the subscreen will be customizable (this is quite a ways off, however), so you would, at that time, be able to space the items out so the boots (or any other item) don't leave a big hole if you don't use them. As for nobootdamage combos, I guess I could put that in the next beta if everyone really needs it. What strengths do we need? Same as we have now (1/2, 1, 2, and 4) and maybe an 8 for good luck?
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if you could put those in the next beta DN, I would be very appreciative. :)
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Those sound like good numbers Dark Nation.
And since these "damagenoboots" combos will most likely be used by people who are making custom bosses , can there be a rule called "Ring Damage Combos" that makes damagenoboots combos respond to the ring?
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Or I could make the damagenoboots combos always respond to the ring. Or would some people prefer a quest rule? Screen flag, maybe? Then you can use both.
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Screen flag would be great ;)
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thank you, my quest can actually get completed with these new implementations! :D
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Ring Damage combos sound pretty good to me. I need instant death combos thrown in the next beta (think of a guillotine {sp?} for example), along with this new combo:
Magic Damage: Once stepped on, this takes ½, 1, 2 or 4 magic containers off. When your magic is depleted, this is treated as a slow walk when you have no magic. Kind of cool, huh? You could make it in a magic battle arena (where enemies can ONLY be hurt by magic), magic-damaging bosses/mini-bosses, etc. Try this combo:
Dual-damage combos: Combines damage and magic combos (it both attacks HP and MP at the same time) in order to make the "ultimate" combo. This could be countered by a potion because this is a Shadow-elemental attack. This even works on layers 1 - 4 'cause damage combos aren't gonna
Oh yes, make damage combos work on layers so they make traps, like this: Spikes hiding underneath a flower bed and both use the same combo, Lava hiding underneath a pillar, a Dragon's Fireball and many other possibilites... without hassling with using two combos (Damage combo #2 being hidden by a pillar). There are many possibilities to do damage combos without trying to set up a combo underneath in order to work it.
[offtopic] To close my post and in time for the Holidays (it's less than in one week), I will use Chrono Trigger-style message format to close my post:
WIZZROBE: "Where's Ganon?" ME: "Good, I am mastering dual-damage combos... done! Ganon, were art thou? *Turns on HOME ALONe via VHS and goes to the Gangster scene* GANGSTER: "What money!?" SNAKES: "Acey said 10 percent." GANGSTER: "Too bad he ain't in charge no more!" Hey, I know what I'll do - I'll give you the count of ten, to get your ugly, yella, no-good keister off of my property!" SNAKES: "I'm sorry, Johnny!" JOHNNY: "One, two, ten!" *Gunfire SFX* HAHAHAHA! "Keep the change, ya filthy animal!" - a line in HOME ALONe [/offtopic]
So, what do you think of my damage combo ideas?
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just throw in damage regardless and I'll be happy. But I do agree with one thing however, damage combos that are used on different layers other than layer 0 (the base layer) should be able to hurt the player.
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I notice in the latest public beta these are not added yet. If its as you say and this beta will finally be ironed out of bugs and such to be a full public stable release like 1.90 was, then I'd SO love these combo types to be in the final version. Please DN, please.