On 2 October 2011 14:21, Ralph Versteegen <[email protected]> wrote:
> 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).
>

We forgot about this patch! What's happening?
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