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
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