On 2 October 2011 10:16, James Paige <[email protected]> wrote: >> > 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
I'm sure it could (should) be able to do the damage options themselves, but it would be asking far to much for to handle previews like that as well. We need to be able to include custom preview code inside an editedit menu (maybe it would be cleaner to do this with a callback so that the edit-edit-runner still handles the input-update-draw loop). _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
