On 1/1/2011 14:16, Ralph Versteegen wrote:
On 2 January 2011 08:09,<[email protected]> wrote:
teeemcee
2011-01-01 11:09:07 -0800 (Sat, 01 Jan 2011)
367
Updated DT0 and HeroDef for percentage based elementals.
-DT0 is binsize-sized now
-Changed return value from percent_grabber
-Added SINGLE overloads for percent_grabber& percent_format, and changed their
handling of sig. fig.s
-Changed Yorgo's resists in test.rpg. Note that interference from the default
weapon prevents values higher than 200% on the Status screen
The default weapon is a nuisance, but I think I'll "fix" it by adding
a popup warning to the hero elemental resists menu warning the user to
change to a different equip merging scheme, once they're available.
However, the default weapon would still be quite a nuisance for some
merging schemes, like taking the average difference from 100% of all
equipment and the native values. Maybe a per-hero bit "ignore
elemental resistances of default weapon"
It's possible that I am missing something, but what about the default
weapon, exactly, is causing problems?
Or, maybe a better question is, how are you figuring out effective
resistance?
The intuitive method would be to multiply all equipment together. That
way, if you're equipped with the paper armour and oil sword, each with a
weakness to fire (200% damage), you take 400% damage from fire.
Conversely, if you equip the asbestos armour (with 50% fire damage)
instead of the paper armour, it would cancel out the oil sword.
Immunity would work the same (* 0 is always 0), and so would absorbtion.
---
U wip/bmod.bas
U wip/bmodsubs.bas
U wip/common.bas
U wip/common.bi
U wip/const.bi
U wip/customsubs.bas
U wip/customsubs.bi
U wip/loading.bas
U wip/menustuf.bas
A wip/ohrhelp/hero_elementals.txt
U wip/subs.bas
U wip/testgame/test.rpg
U wip/udts.bi
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