 |
Castle Paradox
|
View previous topic :: View next topic |
Author |
Message |
msw188
Joined: 02 Jul 2003 Posts: 1041
|
Posted: Sun Aug 03, 2003 11:44 pm Post subject: Any thoughts on these ideas for the OHR? |
|
|
On the Soapbox page, people have been talking about MP usage problems. I think I explained mine there, but I'll repeat it here. For a spell list using the Random Effects setting, I have set the MP usage of all attacks within to the same amount, so that when a player chooses the random attack on the menu, he or she does not know what attack will appear but does know that it will always cost the same amount of MP. However, once the hero no longer has enough MP, the random attack STILL works, and just costs nothing. I once asked James if he could fix this, so that the random attack is not pickable, or it fails under these circumstances, but someone brought up the problem of backward compatability. So I'm asking, does anyone really count on a Random Effects spell list costing MP when the player has enough, and yet still working when they run out? If not, I think I'll ask James about it again (I can't remember what his answer was back then).
I've also run into a little trouble concerning the "weak against" and "strong against" bitsets. Put simply, they are too strong. Ideally I would wish that the amount that they alter a character's defense would be customizable, but I don't know how difficult that would be for the editor. Perhaps it would be possible to have new bitsets called "semi-strong against" and "semi-weak against", to dampen these effects by a set amount? I asked James about this once too, and he told me that choosing both strong and weak against results in one of these two (I can't remember which), but it looks kind of funny in the status screen to see that your hero is both strong and weak to Fire.
Please, post any thoughts on this here, and if people sound supportive I'll ask James about these ideas again.
PS: He has also promised an "ignore Hits multiplier stat" bitset for attacks sometime in the future. I always thought that this stat could be useful, but it makes some item use seem contradictory. This bitset would prevent that. |
|
Back to top |
|
 |
Xerian The one and only in all

Joined: 21 Jul 2003 Posts: 59
|
Posted: Sun Aug 03, 2003 11:49 pm Post subject: |
|
|
James is very busy, so we should just be grateful for what we can get
I think the random attack MP problem has been around for a longgg time and I suppose you already know that. The only way to solve that problem is- the attacks don't cost MP at all unless you can figure out a genius way to fix that. Maybe you should put more than one of each attack for more common ones and only one entry for rare ones to even out the probability?
I always thought that sort of weakness thing would be useful. I think if he was able to implement certain strengths, like Fire strength... Water strength... etc. it would prove to be more various but... I don't know. _________________ OHR dies hard. |
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Mon Aug 04, 2003 12:23 pm Post subject: |
|
|
Ha! Lucky for you, I once asked James about how strong and weak to elements and beast types affect damage done. This was well over a year ago, but I had saved that vaulable post, and found it in my old custom folder:
Quote: | Posted by James `SPAM Man' Paige on 4/14/2002, 2:09 pm , in reply to "Bitset questions"
208.216.151.56
: I have a few questions concerning
: bitsets : 1. What happens if you
: set both 'weak to/
: strong to' a magic type for the same
: enemy> Nothing?
The damage will be reduced by half as much as it would be for just plain "strong to"
: 2. If you set Absorb type/ strong
: against type for the same enemy,
: does it
: absorb only a bit of energy?
No, then it absorbs double.
: 3. Example if an attack is 'fire' +
: 'bonus to beast' And the enemy is
: 'beast' + 'strong against fire'
: what happens? cancel out? attack does
: more damage?
: or attack does less?
Here is how to calculate all combinations.
First it loops through all eight elementals in order.
If it finds a weakness, it multiplies the damage by 2
If it finds a strength, it multiplies the damage by .12
if it finds and absorb, it marks the attack as a "cure" attack, which makes it add instead of subtract
Then it loops through the enemy types looking for weaknesses. if it finds one, it multiplies the damage by 1.8
So, bonus to "beast" and strength to fire would go like this:
damage = standard damage * .12 * 1.8
: Thanks for helping, even if you
: only answer one.
: |
_________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
Tylenol Homo-sapien

Joined: 02 Aug 2003 Posts: 33 Location: TX, USA.
|
Posted: Tue Aug 05, 2003 3:59 am Post subject: |
|
|
I would like to see a a visual script editor with the OHR, I dont know if it would be hard or not. I know hssed is a big help with the scripting problem people have, but a visual editor would be nice.
Also, I have a suggestion about what should come with the OHR, not the OHR itself. I think Paige should include the FAQ in html format with custom. _________________ "We are now no longer the knights who say Ni! We are now the knights who say ecky, ecky, ecky, pakang, zoom-ping!" Monty Python & the Holy Grail. |
|
Back to top |
|
 |
|
|
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
|