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
