http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=441





------- Comment #4 from [EMAIL PROTECTED]  2007-08-23 20:50 -------
On that other thing, somebody posted:
*****
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!
*****

In response to the above, I would like to point out that this IS what we are
discussing.  Not everyone agrees that a reflect status affliction should cause
attacks to hit the opposite team (as in your #2).  I personally feel that a
'bounced' attack should hit the caster, no matter what team was originally
targetted (cure on heroes cures caster certain %, thunder-> all enemies hits
caster x times, where x is the number of enemies).  But ideally, both options
should be available to the game's author, which is what we are discussing.  How
do we construct a user-interface that allows these decisions to be made
differently by different people?  I brought it up in that old thread at CP - in
the future we may need a whole new "Edit Status Afflictions" submenu in
custom...

Your elemental immunity idea is a separate issue, and I think I posted
somewhere the ability to let attacks alter the target's bitsets.  I still hope
for this one day (although once more, the proper user-interface is not obvious
to me).


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