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Castle Paradox
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Kizul Emeraldfire Type: Cyber Dragoon

Joined: 26 Mar 2004 Posts: 229
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Posted: Sun Feb 19, 2006 3:29 pm Post subject: |
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| 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! Will it be in a nightly..?
Thank you very much! :3 |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sun Feb 19, 2006 6:36 pm Post subject: |
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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. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Sun Feb 19, 2006 7:39 pm Post subject: |
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Ok a few things.
| Kizul Emeraldfire wrote: | Sweet! 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 |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Feb 19, 2006 11:58 pm Post subject: |
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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." |
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