> > You can see why I get wary about new commands sometimes :)
> 
> For similar reasons, I'm iffy about the damage-equation commands. I'd
> like to completely overhaul the attack damage calculation and its
> presentation in the editor. Just thinking about it makes me want to
> start immediately. Firstly, extra damage. Maybe this should be changed
> (in the attack editor) to a (floating point?) multiplier, so "Extra
> damage: 10%" becomes "Damage multiplier: 110%". I've always found the
> presentation of the "100 damage" and "100% of Max/Current" options
> weird.

I agree. That would be better presentation.

> Also, we wanted to generalise blunt/normal/sharp damage by letting you
> choose the multiplier on both the attack and defense stats (and let
> you add together multiple attack stats, each with its own
> multiplier?). In fact, this is something I wanted to do pretty soon;
> I've been meaning to do it for months. So I'm not keen on adding "read
> attack damage equation" if it'll be obsolete and useless by the next
> release, how about "read attack damage stat multiplier [as int?]" and
> "read attack defense stat multiplier [as int?]". If we wanted multiple
> damage/defense stats which are summed, I guess we can tack on an
> argument for the nth term in the equation later.

That sounds like a good plan to me.

>  I'd like the menu to look like:
> 
> 
> Example 1:
> 
> ==Damage Equation==
> Attack damages target stat  [Other options include curing and setting the 
> stat]
> Target Stat: Defender HP  [Other options include global variables and
> stun/poison/regen registers, and elemental resists]
> Base ATK Stat: Attacker Atk
> ...multiplier: 100%
> Base DEF Stat: Defender Def
> ...multiplier: 50%
> Total multipler: 110%
> 
> (The bottom of the screen previews the equation:)
> Damage = 110% * (Attacker Atk - 50% * Defender Def)
> If Damage < 1 Then Damage = 1
> Target HP -= Damage
> 
> Example 2:
> 
> ==Damage Equation==
> Attack sets target stat
> Target Stat: Defender HP
> Base ATK Stat: Defender Max HP
> ...multiplier:  1%
> Base DEF Stat: None
> Total multipler: 100%
> 
> Target HP = 1% * Target Max HP
> 
> 
> Hey James, can editedit do this? :) I'm guessing no; I'll whip up a prototype.

I would certainly like for edit edit to be able to do that.

---
James Paige
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