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
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