> > * Replace the Strong/Weak/Absorb lines in the status menu to new
> > "Takes #% damage from <element>" messages for each element which is
> > not at 100%. This is not ideal for non-English-language games, but in
> > general we can't always avoid adding new in-game messages.
>
> Yeah, we have so much non-ideal for non-english already :)
>
> Of course, we could remap > 100% to the "Weak" message, < 100% to the
> "strong" message, < 0% to the absorb message... but that is sooo much
> less informative.

I'd recommend something like:
20% weak to Fire
Immune to Ice
Absorbs 50% of Air

This requires a lot of global strings (prefix and postfix strings for
weak and absorb), but it reads more naturally.

> I knew those read/write enemy data commands were going to be a pain in
> the ass in the future :(
>
> I wonder if DYWTBAH reads these?

No. DYWTBAH doesn't use elements (despite having ostensibly elemental magic).
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