On 31 December 2010 23:14, James Paige <[email protected]> wrote: > 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
Oh, another question: what about taking 0% damage from an element? Should you always take 0 damage even if the "allow zero damage" bit isn't on? Initial I said "no" because it's inconsistent, but after Dark Blubber mentioned it on the forum I realised that "yes" would be better for most people. So I am thinking of a general bitset for it. >> >> >> 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? It was some unsound chain of logic like "once the number of elements is freely selectable, people can select less than 64, so they will select less than 64; they won't want all 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. > > 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 :) Hahahah. Looks like MSW is also getting paid for his game-making efforts. > 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. Uh oh, it's not as simple as "on or off" anymore. I guess we should supply several alternative ways to modify elemental resistances like "set to value", "add to value"... hang on, this sounds just like modifying stun/poison/etc registers with attacks. That might be a more flexible approach... I personally think it's a terribly complex way to accomplish stun and so on, though. > --- > 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
