On 7/21/07, Kai Sterker <[EMAIL PROTECTED]> wrote:

Seems like the right decision for now ... charedit could be integrated
as the character/rule implementation in the game engine advances, if
necessary. Considering the complexity and numerous dependencies of the
codebase, it's probably almost impossible.

[...]

I like that idea. The fixed multipliers bothered me a little bit, as
they seem to limit the number of character variations you could get.


I'm glad you approve. I wondered for a while how to effectively buff and
de-buff characters without running the risk of having low-level spells and
abilities completely nerf the target, until a three value system just
occurred to me one day.

Under the old system - and we can still do it this way, since the difference
between int and float seems negligible for our purposes - the only sensible
approach would have been to work by percentages. Now, we can do everything
(or almost everything) with integer values.

I'm still working out when to change the multiplier and when to change the
modifier, however. My first impulse is to say that low level abilities (rank
1-2) should only shift the modifier, mid-level abilties (rank 3-4) should
change the multiplier primarily, and that only rank 5 abilities should be
able to change attribute values.

Andrew
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