On Thu, Jan 13, 2011 at 10:11:17PM +1300, Ralph Versteegen wrote: > 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 :)
Yeah, I was just feeling silly copying-and-pasting back and forth between e-mail and IRC :) > >> 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. After further discussion with him, I think he was just confused because the bitsets had not been removed yet. > 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. It did take me a while to realize that I could press < and > to change the condition. I do think it is cool that we can edit a condition on just one line... a two-line-per-condition interface might be less confusing... but it would be more cluttery, which might be more confusing. What if pressing enter on a condition went to an editor for just that condition, which could have the two-line interface, and mabe a little on-screen help text? I have been thinking about condition editors (these, and the ones in the test menu) because I want to figure out what to do for the equivalent widgets in the editor editor. --- James _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
