On Tue, Oct 18, 2011 at 9:45 PM, Ralph Versteegen <[email protected]>wrote:
> 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? > What INDEED? > _______________________________________________ > Ohrrpgce mailing list > [email protected] > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >
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