Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

Help with items
Goto page Previous  1, 2
 
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade
View previous topic :: View next topic  
Author Message
Kizul Emeraldfire
Type: Cyber Dragoon




Joined: 26 Mar 2004
Posts: 229

PostPosted: Sun Feb 19, 2006 3:29 pm    Post subject: Reply with quote

Mike Caron wrote:
Well, I'll find a way to support that. Maybe a bitset that says something like "Percentage based attacks damage instead of set", which would cause it to do what you want.

EXAMPLE:

Say you have an attack that you want to do 50% of the target's HP as damage. So, a target with 1000 health would take 500 damage, and then 500 damage the next time, killing it. You would say "50% of Maximum", and then set the bitset, so instead of setting the health to that, it will do that much damage.

Edit: And, actually, I did just that.


Sweet! Big grin Will it be in a nightly..?

Thank you very much! :3
Back to top
View user's profile Send private message Yahoo Messenger
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Sun Feb 19, 2006 6:36 pm    Post subject: Reply with quote

Ideally, this percentage thing should be chosen on an attack by attack basis.

My idea about having attacks be able to 'record damage' could do this, I think. As for right now, if this is not in a nightly, I think you may be able to simulate the idea if you are not using the counter stat for anything else. It would be a major pain, though.
Back to top
View user's profile Send private message Visit poster's website
Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Sun Feb 19, 2006 7:39 pm    Post subject: Reply with quote

Ok a few things.

Kizul Emeraldfire wrote:
Sweet! Big grin Will it be in a nightly..?


It should be right now.

PlayerOne wrote:
I thought it already worked like that. In fact I'm fairly sure I even looked over the calculation and still thought it worked like that.


No. It really looks like that, but no. Essentially, it calculates the damage that would be required to bring the stat to whatever percentage you specify. It's (something) like this:

harm = current HP - (max HP / 100 * extra damage)

If it's based on current HP, replace max HP with current HP.

The new bitset removes the subtraction, so it does damage equal to the percentage.

NeoTA wrote:
Strangely, the SAV lump docs aren't on the wiki. Probably because it would make it too easy to cheat. I have them here anyway.


Well, as far as I know, a single save slot is just a bunch of arrays dumped sequentially. As for why it's not on the wiki, I suspect that no one remembered it, because it's not technically a lump, and not part of the RPG format.
_________________
I stand corrected. No rivers ran blood today. At least, none that were caused by us.

Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sun Feb 19, 2006 11:58 pm    Post subject: Reply with quote

Cool, you have SAV documentation? I don't think it shouldn't be on the wiki. (I went through non-thoroughly once and wrote it down myself, on a scrap of paper somewhere, but yeah, it is mostly simple.)

Code:
Damage Equation:

0 = Normal: Atk - Def*.5
1 = Blunt: Atk*.8 - Def*.1
2 = Sharp: Atk*1.3 - Def
3 = Pure Damage
4 = No Damage
5 = Set target stat to (100+extra damage)% of Max
6 = Set target stat to (100+extra damage)% of Current


I was thinking about this, wouldn't it be far cleaner to add an extra two settings there (eg. "Damage equal to 100% of Max") than to add a bitset? Of course, you've already implemented it, and we store nearly any setting as bitsets...


PlayerOne wrote:
I thought it already worked like that. In fact I'm fairly sure I even looked over the calculation and still thought it worked like that.


Me too, but that's because the extra bitset is only needed if you want to add or subject a percentage of max: you can already do current, just set the extra damage to 130% for example.
_________________
"It is so great it is insanely great."
Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade All times are GMT - 8 Hours
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group