On 13 January 2011 16:00, James Paige <[email protected]> wrote:
> On Wed, Jan 12, 2011 at 06:44:22PM -0800, James Paige wrote:
>> On Thu, Jan 13, 2011 at 03:34:21PM +1300, Ralph Versteegen wrote:
>> > On 13 January 2011 15:16, James Paige <[email protected]> wrote:
>> > > I don't know if this was an already-known issue, but RMSephy mentioned
>> > > on IRC that attacks failing against enemy types is broken in the current
>> > > nightly builds
>> > >
>> > >> RMSephy: Actually, it's still causing me grief. As it is right now,
>> > >> "Fail against Type X enemies" doesn't seem to work.
>> > >
>> > > ---
>> > > James
>> >
>> > Works for me. Is he complaining that old games are broken, or that
>> > adding new threshold failure conditions doesn't work?
>>
>> He sais it is with a new game. Maybe it is just a documentation
>> confusion?
>>
>> > RMSephy: I didn't use Fail against enemy type bitsets before. I
>> > started a new game with the latest nightly and I can't figure out how to
>> > set enemy types. How do the threshold failure conditions work, by the
>> > way?
>
> You should totally just join us on IRC :)

You're just as responsible for the design of the thresholds as me, though :)

>> RMSephy: Okay. I think the problem now is that if I set an enemy to
>> "weak against type-1-killer" and set an attack to "fail against type
>> 1", the attack will still work on the enemy.

Of course there is not such thing as "fail against type 1" anymore.

I should make the threshold default to "< 100%" rather than "< 0%"
when you hit left or right, that would help a bit. Still we could
probably make other changes to make things clearer. Maybe we could add
a hotkey to set the equivalent of the old fail vs. enemy type quickly.
It might also help to have two menu items per fail condition, where
the first chooses between <, >, and None, and the second chooses the
percentage.

> ---
> James
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