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 > _______________________________________________ > Ohrrpgce mailing list > [email protected] > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org > _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
