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

Any way to disable MP~ effect?

 
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP!
View previous topic :: View next topic  
Author Message
mjkrzak




Joined: 24 Nov 2009
Posts: 43

PostPosted: Mon Dec 31, 2012 6:07 pm    Post subject: Any way to disable MP~ effect? Reply with quote

I'd like to use it as a companion stat to defend against CTR, and I don't want it to affect MP cost in any way.

Edit: Now that I think on it, I'd like to do something similar to the Extra Hits stat as well.
Back to top
View user's profile Send private message AIM Address
Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Dec 31, 2012 10:32 pm    Post subject: Reply with quote

There is not currently any way to disable the effect of MP~

You can disable the effect of Extra Hits with an attack bitset, but you have to set it individually for each attack, there is unfortunately no quick way to set it for all.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Jan 01, 2013 11:16 am    Post subject: Reply with quote

Actually, there is an "Attacks will ignore extra hits stat" general bitset for exactly that purpose.
_________________
"It is so great it is insanely great."
Back to top
View user's profile Send private message Send e-mail
Raekuul
Delicious!




Joined: 31 Mar 2004
Posts: 641
Location: Nowhere

PostPosted: Tue Jan 01, 2013 12:42 pm    Post subject: Reply with quote

But XHits is to my knowledge capped at 20, so the stat's not optimal to use for that sort of purpose.
_________________
A broken clock is still right twice a day.
Back to top
View user's profile Send private message Visit poster's website
Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Tue Jan 01, 2013 7:31 pm    Post subject: Reply with quote

TMC wrote:
Actually, there is an "Attacks will ignore extra hits stat" general bitset for exactly that purpose.


Oh! I forgot we had that! Yay!
Back to top
View user's profile Send private message Send e-mail Visit poster's website
mjkrzak




Joined: 24 Nov 2009
Posts: 43

PostPosted: Tue Jan 01, 2013 7:45 pm    Post subject: Reply with quote

A stat that goes to 10, eh? I expect I could fudge the results with the Extra Damage%.

Is the extra damage applied before or after the defense math?
Back to top
View user's profile Send private message AIM Address
Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Tue Jan 01, 2013 8:00 pm    Post subject: Reply with quote

mjkrzak wrote:
A stat that goes to 10, eh? I expect I could fudge the results with the Extra Damage%.

Is the extra damage applied before or after the defense math?


It is applied after the defence.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Wed Jan 02, 2013 2:57 am    Post subject: Reply with quote

The real question would be: Why?

Why do you need more atk/defense stats than atk/def and matk/mdef. You have a third type of attack that is neither magical nor physical and uses its own system?

Rather than trying workarounds I'd probably just go for elemental resitances in this case myself. Is that not an option?
_________________
Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
Back to top
View user's profile Send private message MSN Messenger
mjkrzak




Joined: 24 Nov 2009
Posts: 43

PostPosted: Wed Jan 02, 2013 4:57 am    Post subject: Reply with quote

The real answer is: Because I want to know what my options are.

I want characters that are slinging more than one weapon at a time and skill sets that aren't determined by leveling curves. I can easily imagine a setup where the stats are Sword/Bow/Kung Fu and slapping in an elemental effect just isn't going to get the job done the way I want. Melee / Ranged / Alien Weaponry? Attack / Black Magic / White Magic? Pistol / Rifle / Heavy Weapons? Rock / Paper / Scissors? Physical / Magic / Psychic?

Hell, left hand / right hand / foot might be a neat way to go.

I expect there's plenty of other ways it could be useful.
Back to top
View user's profile Send private message AIM Address
Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Fri Jan 04, 2013 2:24 am    Post subject: Reply with quote

Hmm, I see.

I tell you something about my game design for Endless Evil 2, maybe it helps.

There the first 6 stats were weapon types:
Str -> Fist
Acc -> Sword
Def -> Axe
Dog -> Knife
Mag -> Lance
Will -> Bow
(not exactly like this but to give you an idea)

And accuracy, def and dodge were determined by the same stat. Meaning if a hero is good with fists he is also good with defending against fist attacks and dodging them. This way I saved a lot of stats otherwise needed for that.

I used the CTR stat just to simulate a magic damage multiplier (this is because I wanted some items to increase magic damage), but in theory you can also make skills that should not depend on character growth be based on "100" instead of a stat. So if your skill should do 350 damage just make base stat 100 and give it 250% bonus damage.

Defenses against magic were handled by elemental resistances. :-)

The growth in this game used the "simulate old OHR level up bug". A fist weapon would increase the fist stat by 2. So if the character leveled up, he'd gain 2 permanent point in fists. Of course these days I'd probably just do it via plotscripting. TMC wrote me something similar for Gerania's channeling level up system.
_________________
Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
Back to top
View user's profile Send private message MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP! All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You can post new topics in this forum
You can 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