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mjkrzak

Joined: 24 Nov 2009 Posts: 43
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Posted: Mon Dec 31, 2012 6:07 pm Post subject: Any way to disable MP~ effect? |
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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. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Dec 31, 2012 10:32 pm Post subject: |
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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. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Jan 01, 2013 11:16 am Post subject: |
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Actually, there is an "Attacks will ignore extra hits stat" general bitset for exactly that purpose. _________________ "It is so great it is insanely great." |
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Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Tue Jan 01, 2013 12:42 pm Post subject: |
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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. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Tue Jan 01, 2013 7:31 pm Post subject: |
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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! |
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mjkrzak

Joined: 24 Nov 2009 Posts: 43
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Posted: Tue Jan 01, 2013 7:45 pm Post subject: |
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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? |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Tue Jan 01, 2013 8:00 pm Post subject: |
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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. |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Wed Jan 02, 2013 2:57 am Post subject: |
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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) |
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mjkrzak

Joined: 24 Nov 2009 Posts: 43
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Posted: Wed Jan 02, 2013 4:57 am Post subject: |
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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. |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Fri Jan 04, 2013 2:24 am Post subject: |
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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) |
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