On 7/20/07, Andrew Phillips <[EMAIL PROTECTED]> wrote:
I'm still not having much luck tying my attribute and property classes into the existing rpg::character namespace (I suspect trying it on a machine I don't control may be an exercise in education futility), but rather than be stymied, I've continued to develop charedit as a stand-alone tool.
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. [...]
In my implementation, the current value of the property is found by multiplying the attribute value by a now-variable multiplier and adding to that a modifier. I did this because it occurred to me that with a variable multiplier and a small modifier value, special abilities can more easily have an proportional impact on a character's properties.
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. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel