Arknights mechanics
Dec. 24th, 2023 05:57 amVery interesting statement from a “throwaway account” on Reddit:
“The game doesn't natively have location based skill triggers in the code. You can do funky workaround like having a 1000 sp skill that has 0 sp regen, and a pressure plate that gives enemies +1000 sp, or something like that, but pretty much all the bosses triggers are currently done via hp% triggers, revive or replacement effects, or sp and timer funkery.”
To try to clarify that mess, there’s no direct way to program “IF enemy reaches this location, THEN enemy performs this action.” The closest workaround would be “IF enemy reaches location, THEN enemy gains SP” and “IF enemy SP = blah, THEN enemy performs this action.”
And that’s why slowing Clement can make his stage unwinnable. The devs used “IF blah time passes, THEN Clement performs this action,” and counted on his natural movement speed to put him in the right place for each action.
“The game doesn't natively have location based skill triggers in the code. You can do funky workaround like having a 1000 sp skill that has 0 sp regen, and a pressure plate that gives enemies +1000 sp, or something like that, but pretty much all the bosses triggers are currently done via hp% triggers, revive or replacement effects, or sp and timer funkery.”
To try to clarify that mess, there’s no direct way to program “IF enemy reaches this location, THEN enemy performs this action.” The closest workaround would be “IF enemy reaches location, THEN enemy gains SP” and “IF enemy SP = blah, THEN enemy performs this action.”
And that’s why slowing Clement can make his stage unwinnable. The devs used “IF blah time passes, THEN Clement performs this action,” and counted on his natural movement speed to put him in the right place for each action.