On Tue, Oct 18, 2011 at 9:45 PM, Ralph Versteegen <[email protected]>wrote:

> On 2 October 2011 14:21, Ralph Versteegen <[email protected]> wrote:
> > On 2 October 2011 10:16, James Paige <[email protected]> wrote:
> >>> > You can see why I get wary about new commands sometimes :)
> >>>
> >>> For similar reasons, I'm iffy about the damage-equation commands. I'd
> >>> like to completely overhaul the attack damage calculation and its
> >>> presentation in the editor. Just thinking about it makes me want to
> >>> start immediately. Firstly, extra damage. Maybe this should be changed
> >>> (in the attack editor) to a (floating point?) multiplier, so "Extra
> >>> damage: 10%" becomes "Damage multiplier: 110%". I've always found the
> >>> presentation of the "100 damage" and "100% of Max/Current" options
> >>> weird.
> >>
> >> I agree. That would be better presentation.
> >>
> >>> Also, we wanted to generalise blunt/normal/sharp damage by letting you
> >>> choose the multiplier on both the attack and defense stats (and let
> >>> you add together multiple attack stats, each with its own
> >>> multiplier?). In fact, this is something I wanted to do pretty soon;
> >>> I've been meaning to do it for months. So I'm not keen on adding "read
> >>> attack damage equation" if it'll be obsolete and useless by the next
> >>> release, how about "read attack damage stat multiplier [as int?]" and
> >>> "read attack defense stat multiplier [as int?]". If we wanted multiple
> >>> damage/defense stats which are summed, I guess we can tack on an
> >>> argument for the nth term in the equation later.
> >>
> >> That sounds like a good plan to me.
> >>
> >>>  I'd like the menu to look like:
> >>>
> >>>
> >>> Example 1:
> >>>
> >>> ==Damage Equation==
> >>> Attack damages target stat  [Other options include curing and setting
> the stat]
> >>> Target Stat: Defender HP  [Other options include global variables and
> >>> stun/poison/regen registers, and elemental resists]
> >>> Base ATK Stat: Attacker Atk
> >>> ...multiplier: 100%
> >>> Base DEF Stat: Defender Def
> >>> ...multiplier: 50%
> >>> Total multipler: 110%
> >>>
> >>> (The bottom of the screen previews the equation:)
> >>> Damage = 110% * (Attacker Atk - 50% * Defender Def)
> >>> If Damage < 1 Then Damage = 1
> >>> Target HP -= Damage
> >>>
> >>> Example 2:
> >>>
> >>> ==Damage Equation==
> >>> Attack sets target stat
> >>> Target Stat: Defender HP
> >>> Base ATK Stat: Defender Max HP
> >>> ...multiplier:  1%
> >>> Base DEF Stat: None
> >>> Total multipler: 100%
> >>>
> >>> Target HP = 1% * Target Max HP
> >>>
> >>>
> >>> Hey James, can editedit do this? :) I'm guessing no; I'll whip up a
> prototype.
> >>
> >> I would certainly like for edit edit to be able to do that.
> >>
> >> ---
> >> James Paige
> >
> > I'm sure it could (should) be able to do the damage options
> > themselves, but it would be asking far to much for to handle previews
> > like that as well. We need to be able to include custom preview code
> > inside an editedit menu (maybe it would be cleaner to do this with a
> > callback so that the edit-edit-runner still handles the
> > input-update-draw loop).
> >
>
> We forgot about this patch! What's happening?
>
What INDEED?


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