On Wed, Dec 29, 2010 at 10:39:08AM -0800, Adam Perry wrote: > > > * 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 was thinking about prefix and postfix strings, and thinking we might be better off with global strings like $P weak to $E Immune to $E Absorbs $P of $E or some kind of string substitution magic like that? I wish I had thought of that way back when I first implemented customizable global strings... or rather, I should say, when I DID think of that way back when I first implemented customizable global strings, I wish I had not suffered from a cowardly fear of string manipulation ;) > > 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). YAY! --- James _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
