On Thu, Dec 30, 2010 at 04:58:00PM +1300, Ralph Versteegen wrote: > On 30 December 2010 05:47, James Paige <[email protected]> wrote: > > On Wed, Dec 29, 2010 at 10:55:03PM +1300, Ralph Versteegen wrote: > >> I looked down the HeartBug page wanting to tackle something, and more > >> elements + the Plan for more flexible elementals seemed like a good > >> task. However this plan is very sparse on details, and has never been > >> discussed. > >> > >> http://hamsterrepublic.com/ohrrpgce/Plan_for_more_flexible_elementals.html > >> > >> I think that 64 elements would be enough that we wouldn't need to > >> worry about allowing an unlimited number of elements, which would > >> require switching to RELOAD instead of some simple binsize increases. > >> But if I were to increase the number of elements to 64, wouldn't I > >> want to convert the 8 enemy types into elements at the same time? And > >> in that case, I'd want to convert strong/weak/absorb bitsets to > >> percentage damage options, and so on. > > > > I had not worked any on this because I was always thinking of this as a > > post-edit-edit feature, but increasing it now doesn't make a later > > conversion to unlimited any harder, so I have no problem with it. > > Practically every HotOHR request is a post-edit-edit feature if you > take that approach... how did you hope to ever get any done?!
I dunno. I keep leaving cookies and milk on my keyboard every night, but the feature-elves haven't filled any requests for me yet :) No, actually, If I didn't have so much real life going on lately, I think I actually would have had the editor editor finished already. Certainly based on the pace I was working in the month or two right before the HotOHR contest started. > >> * The elemental absorb bit overrides cure and harmed by cure bits, so > >> we have to emulate that when calculating attack damage. Not too bad. > >> > >> * The "Fail on <element> resistance" attack bit checks only a target's > >> Strong Against bit. Luckily if both strong and weak are set, the > >> damage is 24%, less than 100%, so we can switch the "Fail on > >> resistance" bit to work by checking that the enemy takes damage > >> between 100% and -100% (exclusive). It's weird that greater than 100% > >> absorption shouldn't trigger a fail though. Perhaps we could switch > >> over to a strictly less than 100% damage check with a general bitset. > > > > That is good. > > And maybe as a /later/ update we can convert these fail on < 100% to > > non-bitset data that says Fail if elemental is between x% and y% or > > something like that? > > I like the sound of having the behaviour explicitly stated rather than > relying on a general bitset, though I'm not sure what the utility of a > range is, other than compatibility. Eh, I don't know. Might not be that useful. > >> * These days oobcure calls inflict (I wasn't even aware of that), so > >> that's a bullet dodged. > > > > Yeah, I did that one a few months ago :) > > Excellent, that one terrified me :) > But hang on, what's this comment in oobcure about? > 'FIXME: populate elemental hits here > > herobattlebits is called to set the elemental bits on the target, and > the attack of course has its elemental bits loaded, so is this comment > just obsolete? Hmmm. yeah... I don't know what I meant with that comment. I added that comment in the same commit that converted oobcure to call inflict... i am guessing it was a note to myself when I was still working on it, and I just forgot to remove it after I added the call to herobattlebits > > The only other elemental features I can think of are: > > > > * Elemental spawning > > * Elemental counterattacks > > Ah yes. Spawning and counter attacks are easy because attacks will > still only have a bit per element, as they do now. Did you eventually > want to switch to percent elemental damage on attacks as well? We can > worry about those then ;) I don't see any special reason to add percentage for attacks. That sounds like it would just be extra confusion. --- James _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
