On Sat, Jan 01, 2011 at 04:27:33AM +1300, Ralph Versteegen wrote: > 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.
A general bitset seems appropriate. I can see people wanting it both ways. > >> 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" Some old-school purist might want only 4 fire/water/earth/air. ... of course a REAL purist might be offended that 64 isn't even enough to get through the Lanthanoids ;) > >> >> 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. Hmmm... Yeah, the ability to target elemental percentages as damage registers would probably be most consistent. I agree that it (and the whole affliction register paradigm) can be fairly awkward to work with, but http://rpg.hamsterrepublic.com/ohrrpgce/Plan_for_stat_buffs will massively alleviate that. --- James _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
