10. Allow us to FORCE statuses via STATS
As far as I know statuses in STATS are always assigned in non-forced mode while story script actually allows us to force a status (meaning it will not be resisted by armor).
It would be very nice to have same capabilities in STATS because this could be a good addition, when creating some unique powerful skills
Also do not tie it to probability because I may as well want to create a skill that applies a status with 10% probability but if it procs then status is applied regardless of armor
11. Allow us to set status probability in story scripts
As of now the very basic thing from STATS - probability of status (BURNING,PROBABILITY,TURNS) is not immediately available in story scripts.
It's not hard to do it when we apply just one status with probability but if we do several the code will become bigger and bigger (again not too complicated).
Can you please include probability as one of the input parameters for ApplyStatus call?
12. Allow undeflectable projectiles
Right now in order to implement complex skills via STATS we have to use extra invisible projectiles as a form of "signals" running here and there with some information (marking targets for a skill, cleansing temporary invisible statuses, etc.)
Although complicated this way of "messaging" works quite good until... until target has DEFLECTING.
Please add a flag to projectiles to mark them undeflectable. Simply because some projectiles are not meant to be deflected.
13. More options for deflecting
Deflecting is a nice feature, which opens good potential but it's currently implemented in a very restricting way.
Please consider adding following capabilities for DEFLECTING feature:
- Probability = INTEGER, a chance of projectile being deflected
- FullDeflection = BOOL, if TRUE then character with deflecting will not suffer damage or consequences of a projectile
- Radius = REAL, radius that is covered by deflection (catches explosions that exploded within radius)
- Protect = BOOL, if TRUE then it reflects even those projectiles within Radius, which were targeted at his allies (someone is targeted within radius near REFLECTOR and REFLECTOR sends back this projectile as well)
Last edited by Erikem; 08/12/17 06:01 AM.