On 30 December 2010 18:20, James Paige <[email protected]> wrote:
> 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.

It's occurred to me that if we want to switch to unlimited later, then
I should add the option for selecting the number of elements you want
now (capped to 64).

>> 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.

Yeah, it's too bad. I should probably get back to real life tasks for
a while myself.

No last minute dash to save your wallet? ;) "Bitset to disable item
command in battle" would be stupendously simple... if you allow
yourself to ignore future considerations. Hmm, I would actually tackle
the task of adding a battle menu editor, if I had the time for it.

>> >> * 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.

It would certainly be confusing complexity...
I thought that I saw that suggestion on the Plan page, but I see now
I'm misremembering. Does this mean I just have to add elemental attack
bits to equipment (an easy addition) to call it done? Surely someone
can think up more element related feature requests?!

> ---
> James
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