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Debugging attacks

 
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Meatballsub
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Location: Northwest Georgia

PostPosted: Tue Sep 11, 2007 6:44 pm    Post subject: Debugging attacks Reply with quote

This might sound funny but through testing I cannot figure out whether or not these skills are working properly. Below I have listed their intended use and then how I set them up. Please let me know if you see a mistake!

Redoubt - Increases defenses by 10

Pure damage
100
Default
Target: Defense / Magic def. (by chain)
-90% extra damage
Cure instead of harm
Reset target stat to max before hit
Do not randomize
Mutable


Virus - Decreases speed by 25%
Speed = 25% of Maximum
100
Default
Target: Speed
-75% extra damage
Do not randomize
Reset target stat to max before hit
Mutable

Fury Shout - Increases strength by 25%
Strength = 25% of Maximum
100
Default
Target: Strength
-75% extra damage
Cure instead of harm
Do not randomize
Reset target stat to max before hit
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Sep 11, 2007 6:57 pm    Post subject: Reply with quote

To increase stats beyond their normal (out of battle) values, you need to activate the attack bitset "cure can exceed maximum". This should fix Redoubt.

When you use percentages for the damage calculation, it SETS the target rather than damaging it. Thus, if you want a 25% decrease in speed, you should have Speed=75% of maximum (achieved by putting -25% in the extra damage percentage). Similarly for making something increase by 25%, you need strength=125% of maximum.

Also, you may want to know that the mute status affliction does not currently affect enemies (very unfortunate, but then again, we didn't have mute for a long time).
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Meatballsub
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PostPosted: Tue Sep 11, 2007 7:06 pm    Post subject: Reply with quote

Got it, thanks.

So mute currently does not work?
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TwinHamster
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PostPosted: Tue Sep 11, 2007 7:10 pm    Post subject: Reply with quote

I'm moderately positive that Mute will only stop your heroes from using mutable spells.

But, yeah, Foes are resistant to mute for now.
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Bob the Hamster
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PostPosted: Wed Sep 12, 2007 7:27 am    Post subject: Reply with quote

'' . bug_title('257') . ''
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Meatballsub
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PostPosted: Sat Sep 15, 2007 11:52 am    Post subject: Reply with quote

I'm having a hard time figuring this one out. I have a haste spell, that is suppose to increase your speed by 5.

Pure Damage
100
Default
Target:Speed
Extra Damage: -95
Cure instead of harm
Allow cure to exceed maximum
Do not randomize

This is an enemy spell...but I dont think it is working. This particular enemy has 15 base speed. He will cast this spell, it should be 20. A hero casts virus and it still reads just 4 for 25%....Why?
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Moogle1
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PostPosted: Sat Sep 15, 2007 12:33 pm    Post subject: Reply with quote

The problem is that Virus is set to "Reset target stat to max before hit." It will always deal 4 speed damage to an enemy with 15 speed.
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Meatballsub
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PostPosted: Sat Sep 15, 2007 12:38 pm    Post subject: Reply with quote

Well, technically the enemy shouldn't have a speed of 15 but rather 20, when virus is used on him. Are you saying virus is resetting the speed to 15 before it hits?
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msw188




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PostPosted: Sat Sep 15, 2007 1:38 pm    Post subject: Reply with quote

Yes, he is saying that. For HP and MP, reset to max means just that. For all other stats, reset to max really means reset to default value before inflicting damage.
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Meatballsub
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PostPosted: Sat Sep 15, 2007 2:06 pm    Post subject: Reply with quote

Okay maybe I just don't understand how reset to max works. I thought of it as this.

Enemy has 15 speed

You cast virus, it causes -4 reduction to speed. You cast it again, it resets the enemy's speed to 15 AND THEN casts it again. I figured if the enemy casted haste its NEW max would be 20, and it wouldn't reset to 15.

So is that my problem here? Question
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Bob the Hamster
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PostPosted: Sat Sep 15, 2007 2:35 pm    Post subject: Reply with quote

You know what we need? We need attack bitsets like this:

Fail if target strength is reduced
Fail if target strength is enhanced
Fail if target defense is reduced
Fail if target defense is enhanced
Fail if target speed is reduced
Fail if target speed is enhanced

and so-on. That would make it much easier to make enhancement attacks that cannot be repeated without having to worry about the interactions between stat-reducing attacks and stat-enhancing attacks.
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msw188




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PostPosted: Sat Sep 15, 2007 5:38 pm    Post subject: Reply with quote

Quote:
You cast it again, it resets the enemy's speed to 15 AND THEN casts it again

This is correct. Another way of saying all this is that it is currently impossible in battle to alter any stat's max value. Any time you alter any stat (including HP), you are altering its 'current value', never its maximum value. Thus a "cure exceeds maximum" attack allows the stat's 'current value' to exceed its maximum value; it does not affect the stat's maximum value in any way.
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Meatballsub
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PostPosted: Sun Sep 16, 2007 10:06 am    Post subject: Reply with quote

James Paige wrote:
You know what we need? We need attack bitsets like this:

Fail if target strength is reduced
Fail if target strength is enhanced
Fail if target defense is reduced
Fail if target defense is enhanced
Fail if target speed is reduced
Fail if target speed is enhanced

and so-on. That would make it much easier to make enhancement attacks that cannot be repeated without having to worry about the interactions between stat-reducing attacks and stat-enhancing attacks.


I second that.

A "fail if target is boss" would be nice too (if we don't already have something to that effect).
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Moogle1
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PostPosted: Sun Sep 16, 2007 2:54 pm    Post subject: Reply with quote

We do. Sort of. We have enemy types and "fail if enemy is [type]" flags. I've always used this to give boss-type immunities (which are useful on some enemies that are not bosses).
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