http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=134





------- Comment #13 from [EMAIL PROTECTED]  2008-04-27 02:15 -------
(In reply to comment #11)
> I'm sorry that I only partially understand what has been said.  If I read this
> right, turning on the bitset "% attacks damage instead of cure" means that all
> other bitsets work too?  But not using that bitset means that all other 
> bitsets
> are ignored?

No, because this bug isn't fixed yet. However, "reset target stat to maximum
before hit" does work. As far as I can tell, the differences between normal and
% based attacks are that % based attacks ignore: atk and defense stats and
formula, elemental+enemy type strong/weak/absorb (but not failure!), randomise
damage, allow 0 damage, divide spread damage. Cure and harmed by cure affect
'damage instead of set' only.

Of these, which do we want to potentially affect % based ('damage instead of
set') attacks? How about all of them: we could have "% of target's current
<stat>" and "% of target's maximum <stat>" as new damage base stats (with
<stat> preferably potentially different stats from the actual target stat!).
That's a big difference though, it would be simplest and most logical to
actually add a new Base ATK Stat. But then what do we do with the old bitset?


(Opps. Done to confusion, we made elemental absorption happen on % based
damaging attacks. I'll fix that immediately.)

(In reply to comment #10)
> I envision the code that it outputs being similar to the flexmenu code (though
> perhaps better)
> 

But does flexmenu really allow presenting much abstraction from the data? I
think we'd need things like data 84 = 3 and bitset X = off and data 84 = 3 and
bitset X = on being two different options for some menu item.


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