Ideas for how to make chance from Forsaken

I wanna make chance from forsaken but idk how to do it. Here’s what he needs:

  • Coin mechanic (I have already an idea but you can help) (rng ability that gives you charges for his attacks)
  • Hatfix (also I have an idea) (it makes him lose all his weakness effects)
  • Flintlock (idk) (attack that can stun k!ler but it’s luck base:/
  • Stat reroll (no idea) (it rerolls his max health)
  • ABILITY CHARGES! (each charge increases his chances for his attacks)
  • Weakness effect? (when he gets unlucky with his coinflips he gets weakness)

Can you
can you explain a tad more
I (and many other forumers) don’t play Forsaken
lol

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Idk how to explain the character :confused: I tried

Ok so Chance has a coin ability. This coin:
Head = +1 charge
Tails = 0 (gives a damage multiplier to the player, that doubles every time you land tails)

hatfix = removes all damage mulitpliers (requires 3 charges to use)
reroll = randomly changes the health. every charge (to a max of 3) increases the chance of the health going up (but it’s random so sometimes it can lower the max health)
Flintlock = shoots a gunn. It will occationally not work, and rarer even explode (damaging you and letting you not use flintlock until you reroll).
Every charge you have, the chance of the flintlock failing & exploding decreases

Yes this explanation sucks but its the best you’re gonna get
@bakedpotato

guide helping w forsaken
@AntLav holy cow big post lol
@JustAToaster whoopsies wrong one

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Flintlock is impossible, case closed. You can make a weakness mechanic though by storing how much weakness chance has in a property, when the killer hits them it takes the property and multiplies it by the damage of the attack and deals that damage to chance. Then hatfix would set the property to 0. This way you could track preexisting weakness because Im pretty sure even if you have weakness 10 and it runs out the next time you get weakness it will be 11 and so on until you do hatfix, (Correct me if Im wrong I don’t main chance.)

@Scary_Friend the second topic you linked is a help topic asking for original character ideas for their game which is unrelated to this current topic which needs help with a character from the game.

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Forsaken in an asymmetrical horror game in Roblox with a variety of killers and survivors to play as. Every round there are up to 8 survivors (depending on how many people are in the lobby) and the killer has to kill all of them in 4 minutes (but every time a survivor dies 30 seconds are added to the clock). Chance, the character the OP needs help with is a sentinel which means they specialize in stunning the killer with their abilities.

Hope this helps! (Not AI Generated Btw :D)

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Ooooo bet W Forsaken btw

Coin mechanic - use a overlay that has Cooldown and has a 50/50 chance of landing on heads or tails

When land on tails → give effect
When land on head → Give +1 charge

Flintlock, use a really wide hitbox, to stun the k!ller. Currently, idk how to create the “Pewpewer Not pew” and “Pewpewer go B00M” mechanics. I also don’t know how to make the chances of “Pewpewer Not pew/Pewpewer go b00M” chances to change every time you have more “Heads”

Stat Reroll - RNG!! Use a RNG generator, make a max and min health, and make it so u can lose health or gain health

Hatfix - When clicked → reset all charges (Or something)
When clicked → Reset weakness.

^^^
SORRY FOR NOT IN DEPTH EXPLAINING, ITS KINDA HARD

Key:
Pewpewer: G*n
Pew: Sh00t

Flintlock I don’t think it’s possible to have a visible projectile, but a non-visible, peusudo projectile would work. Or, you could just use a gadget for damage but no stun :(.

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Tag zones only go up to 3 blocks so you would need a psuedo hitbox but even then its not really a gun anymore just a giant stun hitbox.

@Arcane_Ember to make Flintlock mechanics you can have the amount of charges stored in a property that has a max of 3 (via counter that decrements when a goal of 4 is reached). Then when the ability is used it activates a trigger that checks if the charges property is either 1, 2, or 3 then activates a second, third, or fourth trigger that all have a randomizer with different odds for each outcome.

If the flintlock doesn’t do anything it just cancels the ability while if it explodes it self damages the player and just stuns in a 3 block radius.

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The guide is closed and can’t be updated that’s why I made this

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yea but we could use normal zones (a bunch of them) to make a custom tag zone

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For the weakness mechanic could you like explain it with some pictures or smth more clear pls

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Why? Zones take so much memory that it would literally be more efficient and easier to use a psuedo tag zone. Also without the mechanics for a psuedo tag zone you still couldn’t tell which direction the player aims.

what’s a psuedo tag zone tho?

Psuedo means fake so Psuedo tag zone means fake tag zone, its basically an advanced system that uses the player coordinate device to calculate the players coordinates and compare it to others coordinates and damage a player if they are within a certain distance.

This system was made mostly because tag zones max out at 3 blocks.

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ok I understand now but still like how do we the weakness effect like could you explain it with pictures pls/ make a guide about it?

I can’t develop a weakness system unless I see your killer attack channels and stystem.

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nothing is made untill now but I think I will use the forsaken guide made by Colton (here: [ 📜 ] The Ultimate Guide to Forsaken (WIP)) with some custom things.

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