On 1/1/2011 14:30, Ralph Versteegen wrote:
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.
Right, I read that. But, the way you phrased it above, it sounds like
the default weapon is somehow interfering with the formula.
Either way, good luck with that!
---
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
_______________________________________________
Ohrrpgce mailing list
[email protected]
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org