On 30 December 2010 07:57, James Paige <[email protected]> wrote:
> 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?

Yep, definitely the way to go.

On the other hand, what if you want "Takes 120% damage from Fire", and
so on, we could have alternative substitutable strings.

We could even allow embedding plotstrings and globals into strings; we
do want to allow embedding them in more places afterall. On the other
hand, we already have a script command for reading global strings,
which I'm pretty sure noone has ever used, because how you're meant to
use it is not documented.

> 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!

Phew, I thought Moogle might force me to back down :P

> ---
> James
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