Perhaps you'd all benefit from pausing for a minute to
consider not what reflect should do
(programmatically), but rather what it should DO
(e.g., why we have it.) 

I've put some (boring) examples below; my point is
that you should seperate reflect into its most BASIC
components. For instance:

1. Elemental Immunity -> render damage from element
(physical) to zero.
2. Damage Return -> Reverse spells, to a certain %.
(Cure on user cures enemy, thunder->all on enemies hit
all heroes.)
3. Bounce -> "bounce" a % of the spell back to the
hero party (random target). If the hero targeted has
"bounce" on him already:
  a) Strengthen the cast spell (e.g. Fire)
  b) Weaken the hero's "bounce" shield.
  c) Bounce to the enemy, repeat.

This allows a "barrier" to, say, damage return 10% and
bounce 90%. Now we've got something you've never seen
in Final Fantasy!

-->Seth
PS: I used to be suspicious that the OHR was designed
to be able to program FF IV (specifically, that is.)
Just fun trivia. ;)


Appendix A

==examples==

For instance, if you want reflect to "compensate for a
hero's weakness in one area" then a simple stat boost
is fine. 

If you want reflect to "turn the enemy/hero's power
against him" then FF-style reflecting works. 

If you want reflect to "protect your hero" then
Earthbound-style barriers work. I.e., casting reflect
on an _already_ reflected hero just strengthens the
hero's barrier, which dissipates all (magical) damage.




--- [EMAIL PROTECTED] wrote:

>
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=441
> 
> ------- Comment #3 from [EMAIL PROTECTED] 
> 2007-08-23 14:04 -------
> I think this kind of uncertainty is why these status
> effects were never
> implemented in the first place. There are a lot of
> cases for reflect:
> 
> 1. No Reflect caster -> Reflect enemy
> 2. Rf caster -> Rf enemy
> 3. Rf caster -> self
> 4. Rf caster -> Rf ally (with NR enemy)
> 5. Rf caster -> Rf ally (with Rf enemy)
> 6. Rf caster -> Rf ally (with no targetable enemy)
> 7. NR caster -> Rf ally (with NR enemy)
> 8. NR caster -> Rf ally (with Rf enemy)
> 9. NR caster -> Rf ally (with no targetable enemy)
> 
> I might be missing some still. That's a lot of
> cases. What happens in each of
> those cases? What's the UI if we're letting the user
> decide? This is a
> deceptively complicated feature :(
> 
> 
> -- 
> Configure bugmail:
>
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/userprefs.cgi?tab=email
> ------- You are receiving this mail because: -------
> You are the assignee for the bug, or are watching
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> 
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> 



       
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