Create an enemy

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S1x
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Create an enemy

#1

Post by S1x » Mon Apr 04, 2011 9:40 pm

Just tell me:

- a description of the enemy
- Its sprite (optional)
- Stats (optional)
- Attacks/weapons/spells (optional)

As I iron out the rest of the RPG, I'll add my favorites in somewhere.
This is a block of text that can be added to posts you make. There is a 200 character limit.

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#2

Post by X-3 » Mon Apr 04, 2011 10:01 pm

Not sure if any of these enemies will ever fit in, but...

ACID HAND
It is a disembodied hand made out of some horrible sludge-like substance. It attacks by punching you, burning your skin with its terrible chemicals. It can also shoot fingers at you.

BURNING SNOWMAN
It is a large snowman that is on fire. It uses magic.

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#3

Post by Cravdraa » Mon Apr 04, 2011 10:35 pm

Good idea.

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#4

Post by Jere » Tue Apr 05, 2011 3:28 am

Stopwatch.

A watch that have a high HP, it takes one of your stats and slowly lowers them to 0 (or lowest possible value) when all your stats is down you die.

He dosn't attack just drain your stats away!
Beep Boop absolutely not a bot!

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#5

Post by Deepfake » Tue Apr 05, 2011 7:52 am

Best options I'll do an image for!
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#6

Post by LOOT » Tue Apr 05, 2011 10:43 am

NEED GOLEMS

Clay Golem - A mage apprentice's experiment with creating life.
Regular stats, no problem.
Attacks with physical, weak earth magic.

Stone Golem - He will rock you with bad puns.
Slightly higher defense, weak to magic
Attacks with physical, defends.

Iron Golem - What a waste of metal. Good luck telling him that, though.
High defense, high attack, slightly weak to magic. Low accuracy, low speed, it is made of metal after all.
Attacks with physical.

Diamond Golem - Jk, it's just a cubic zirconia golem.
Very high defense
Attacks with light magic, defends.

Magus - An apprentice of the dark arts, seeks adventurers for their blood.
Low defense, low attack, decent magic.
Uses dark magic

Necromancer - That's MANCER, you sick freak.
Medium-low defense, good magic.
Is there any way to always have two types of monsters appear? That would be sweet to always run into both a necromancer AND a zombie or skeleton. Also uses dark magic.

Corrupted Priest - Gone mad, yet still reversed in holy magic.
Low defense, good magic, good speed.
Uses a variety of magic, can heal (But only, like, 10 HP.)

The classics, and then some.

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#7

Post by KirbyBoy2000 » Tue Apr 05, 2011 12:05 pm

Storm Cloud - A black cloud, crackling with electricity.
Magically based, defenses probably average.
Water / Electric spells. Also a spell to boost its Magic Attack called Overcast. :P


...Also I'm not sure on what exactly could have this (far as what the enemies would be); but I'd kind of like to see some fast enemy paired up with a really slow one; with the faster one just constantly casting this to make the slow one more threatening:
Time Warp (...or whatever to fit flavor) - Raises Speed of another target by an absurd amount, but only for 1 (or 2) turns. Basically just letting something instantly attack after its used but not having whatever it targeted stay fast for long.

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#8

Post by spooky scary bearatons » Tue Apr 05, 2011 10:48 pm

Mercenary battle bear - A bear standing in a humanoid pose, dressed as a commando, wielding a shotgun, a knife and grenades.

the demons - you are them
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#9

Post by Kargath » Wed Apr 06, 2011 6:53 am

What sort of programmable behaviours can you put in, s1x? I don't want to suggest something unworkable.
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#10

Post by Cravdraa » Wed Apr 06, 2011 10:40 am

The only thing we can do 100% of the time is determine how often they use either magic or physical attacks. The rest is pretty much purely tricking the monsters into certain behaviour patterns depending on the types of spells we give them and choosing what types of weaknesses or resistances they have. These are more or less suggestions, though. The AI gives each monster a sort of personality in the way it behaves with little rhyme or reason to how they're built, and if they develop an undesirable personality quirk, the best we can do is tinker with them to try and eliminate it, or improvise and try to find a different way to make it work.

This is actually a lot more flexible than it sounds when you get creative about it, so please don't let this comment ruin your fun.

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#11

Post by Deepfake » Wed Apr 06, 2011 11:04 pm

S1x, let me know which ones you choose, and if you've got any input in how they should look.
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#12

Post by Kargath » Thu Apr 07, 2011 6:28 am

Cravdraa wrote:The only thing we can do 100% of the time is determine how often they use either magic or physical attacks. The rest is pretty much purely tricking the monsters into certain behaviour patterns depending on the types of spells we give them and choosing what types of weaknesses or resistances they have. These are more or less suggestions, though. The AI gives each monster a sort of personality in the way it behaves with little rhyme or reason to how they're built, and if they develop an undesirable personality quirk, the best we can do is tinker with them to try and eliminate it, or improvise and try to find a different way to make it work.

This is actually a lot more flexible than it sounds when you get creative about it, so please don't let this comment ruin your fun.
Sounds like another thing to add to my coding wishlist for the VGF revamp...



Right. How about:

Sleeping Shadow Wraith
- Attacks with a low-damage magical attack "Innate Black Aura" every turn
- High defence and HP
- Has a 10% chance each turn to turn into "Awakened Shadow Wraith"

Awakened Shadow Wraith
- Attacks with a medium damage magical attack "Channeled Black Aura" every turn
- Loses high defence, keeps net HP of sleeping form
- 50% chance to use "Black Maim" each turn - heavy physical attack
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#13

Post by Deepfake » Thu Apr 07, 2011 8:00 am

Haha, well Karg if you want to do a game on the board I'm sure we could come up with a much better engine design between the two of us. ;)
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#14

Post by Kargath » Thu Apr 07, 2011 10:00 am

:D

More AJAX! Less refreshes >_>
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#15

Post by Valigarmander » Thu Apr 07, 2011 10:21 am

Battle Penguin
A penguin with an axe. Attacks primarily with its axe, but can breathe a cone of frost that damages the entire party. Average strength. Resistant to cold, weak to heat.

Leaping Lizard
A swift-moving little lizard. Attacks primarily by biting, and can also inflict poison. Low health and defense, but high evasion. Weak to cold.

That's all I can think of at the moment.

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