![]() Any unit that is unarmed will always be captured in an attempt, as they have no means to defend themselves. Interestingly, unique enemies and bosses usually say different lines if they are captured and released, instead of merely defeated in combat.Įnemies may also attempt to capture the player's units, so keeping non-combative units, such as Priests, away from the front line is strongly recommended at all times. Characters with a Build of twenty cannot be captured, though. Mounted or airborne units cannot be captured normally, unless they have been put to Sleep, in which case they are treated as though they have dismounted. These characters include Lifis, Salem, Troude, and Misha. Ostensibly, releasing a captured unit counts as letting them escape the battlefield with their lives intact, in relation to the story.Ĭapture is an extremely important element in Thracia 776, especially since the game begins with no gold and selling stolen weapons is almost required to earn funds, unless the player exploits the arenas available.Ĭertain characters can only be recruited by first capturing them, and then finishing the chapter without releasing them. They may also release the hostage, although this counts as killing them gameplay-wise (whereas just holding onto them until the chapter's end counts as if they have never been fought). Once an enemy is successfully captured, the character can trade with their hostage to take anything in their inventory. This can be used against even the final boss, whose weapons can be stolen to facilitate a capture of this kind. or use magic and have no durability on non-siege tomes and aren't mounted can be instantly captured without a fight, provided the capturer has more build than the unit to be captured, and the unit to be captured does not have 20 build. Units that have no weapons, are asleep, can only use magic and are silenced and not mounted, have only Si eg e T om es. Brave weapons like Finn's Hero Lance or the skill Charge are considered very helpful in a capture attempt. The enemy's HP must drop to zero in order for the capture to take effect. ![]() When a battle is initiated with the intention of capture, the character's Strength, Magic, Skill, Speed and Defense are all halved, so it is advised to weaken the enemy prior to a capture attempt, unless the character is powerful enough to inflict sufficient damage regardless of stat reductions. I've still got a few methods to try out before I give up on randomizing the player, but I wouldn't get your hopes up about it.Characters can only capture enemies that have a smaller Build compared to them, though mounted units are exempt from this rule except while dismounted. ![]() Unfortunately, this just led to a crash in game due to how the game tries to set up the player's AID and FID. Instead of randomizing them like normal, I set up the code to simply keep the player's PID and give them the model, FID, name, and description of the character they swapped with. To try and fix these issues, I set up a special case for randomizing the player. By chapter 4 the player failed to spawn on the map. That method got in game, but the game was essentially broken since most scripts that deal with the player unit rely on the player's PID. Every other portion of the randomizer would function normally. First, I tried setting things up so that whoever swaps with the player would get the player's bitflags and keep everything else. I'm still working on player randomization, but things aren't looking good right now. Using XML should also make it easy to specify things like which class characters will switch to or who they swap with if you want more control over how things play out. As far as saving randomizations go, I plan to use an XML format for this to make things simple. The changes I made should make it easy to implement things like an "All Paths" option or savable/loadable randomizer results. I also went through and reorganized the code used for the randomization process. I've labeled the feature as "Experimental" in the options menu for now due to the odd behaviors it causes. It's not perfect (the class change causes the AI to act weird in a couple of cases), but this tweak should make randomized gameplay a bit more interesting. I've got reclassing working for every instance of a character.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |