On 2 January 2011 08:25, Mike Caron <[email protected]> wrote:
> 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.

You missed it, but we have to provide compatibility with older
versions. And in older versions, two items with 200% damage from fire
(weak bits set) equals a total of 200% damage from fire (weak bit
set). I will definitely add multiplication of values as an
alternative, but I thinking about instead using
sum-of-differences-from-100% as the new default (so 200% and 200%
becomes 300%). That way an immunity item plus an absorption item give
you absorption. Or perhaps geometric-sum-of-differences, so that 50%
and 200% still cancel each other out... but that's difficult to
understand.

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

Reply via email to