I love the feature where you can avoid oversleeping from crimefighting if you plan it right.
One problem: the stronger you are, the harder it becomes to use Feast of Fears in combat to regain energy and minimise/eliminate the chance to oversleep, because the opponent is defeated too fast for much Fear to build up.
I had some ideas like
- additional Fear based on Physical (bad because doesn't account for a physically weak Billy who wins fast through Kinesis/mental)
- additional Fear based on damage dealt (bad because multiple places in the code that would need keeping track of in future updates),
- implementing a "wait" maneuver that can be spammed every round, and deals no damage. Or giving Defend both a cooldown and effect length of 5, so it can serve this purpose.
But what I actually went with for my own convenience, and what I would recommend, is additional Fear based on enemy's missing health:
Code:
#ArletteEdit
# if dread_active:
# $ com_enemy.fear += 1
# if com_enemy.fear > 100:
# $ com_enemy.fear = 100
# "[com_enemy.moniker] gains {color=f26522}1{/color} fear from your Dread Aura."
if dread_active:
$ fearadded = int(1+((100-com_enemy.health)/20))
$ com_enemy.fear += fearadded
if com_enemy.fear > 100:
$ com_enemy.fear = 100
"[com_enemy.moniker] gains {color=f26522}[fearadded]{/color} fear from your Dread Aura."
#/ArletteEdit
This gives from 1 up to 5 Fear per round, when you get the enemy to 20 or less Health. In my experiments even an 8-Physical Billy who punches for 24 on a normal hit can get over 20 Fear this way if he stalls for just a round or two with Defensive abilities.
EDITED TO ADD: oh yeah, forgot about the buff tooltip:
Code:
#ArletteEdit
# hovered tt.Action ("Buff: Aura - Dread\n{size=-4}{color=005719}EFF: +1 fear every 5 ticks{/color}{/size}"), SetVariable("tooltip", value = True)
hovered tt.Action ("Buff: Aura - Dread\n{size=-4}{color=005719}EFF: + 1 fear every 5 ticks, more if enemy hurt{/color}{/size}"), SetVariable("tooltip", value = True)
#/ArletteEdit