On 14 January 2011 05:27, James Paige <[email protected]> wrote:
> 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.

Whoops! I thought I had removed them!

>> 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?

There's no harm in adding that.

> 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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