On Fri, Dec 31, 2010 at 01:38:17PM +1300, Ralph Versteegen wrote: > 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).
That is a great idea. The people who only want a few elements don't have to clutter the ui with the rest, is that the idea? > >> 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. Yeah, that would have been the easiest. I told myself this morning that since I had some free time, I would try to fix at least one... Then I played "Revenge of the Titans" for like five hours... so I guess I can't blame real life for everything ;) >From a strict cost-benefit analysis point of view, I guess that means I payed $20 more for my Humble Indie Bundle than I intended to :) My entire day today has been about poor impulse control :P > >> 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?! I know people have asked for attacks to be able to turn on or off elemental weaknesses on battle targets. --- James _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
