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

Elemental Percentage attacks

 
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade
View previous topic :: View next topic  
Author Message
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Jan 23, 2006 3:46 pm    Post subject: Elemental Percentage attacks Reply with quote

Okay, I'm not sure if this is a bug or it was designed this way, but I believe that elemental bitsets like 'weak against' have no effect on percentage-based attacks (ones that have a certain percentage of current or maximum set as their damage calculation).

In any case, I don't think that it should be this way. It makes much more sense to have percentage style attacks be weakened or strengthened the same as any other attack based on their element. This way, if the game-maker wants these not to be affected elementally, they can simply choose to not give them with elemental bitsets.

How do people feel about this? And, is it possible to turn on elemental effects for these kinds of attacks (in the code)? I have a workaround planned using chains, but I have a lot of percentage sorts of attacks that I want to be affected by this, and I'd rather not redo all of those attacks if I know that this feature will be added soon.
Back to top
View user's profile Send private message Visit poster's website
Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Mon Jan 23, 2006 3:57 pm    Post subject: Reply with quote

That's a bug, I think. It has to do with the way damage is calculated. See, the damage routine calculates all the damage up until it's about to be inflicted. Then, it checks to see if it's a percentage attack, and calculates that, discarding all the work it did.

If it's a bug, then the percentage part can just be moved to the front, and then have everything based on that. If it's a feature, then it's the expected behaviour.
_________________
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
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Jan 23, 2006 6:34 pm    Post subject: Reply with quote

Bug or feature, who's to decide? Mr. Paige, I suppose, but perhaps we can have a bit of a vote to influence him, eh? I think that elemental damage SHOULD be affected by elemental bitsets. It seems to me that it could only add to the possibilities of what the game-maker can do with his or her game. How do some of the rest of us feel?
Back to top
View user's profile Send private message Visit poster's website
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Jan 30, 2006 6:34 am    Post subject: Reply with quote

Okay, this has been sitting around for a week. If no one replies within a couple of days, I will post this as a bug (when I post the requests in the other post).
Back to top
View user's profile Send private message Visit poster's website
Raekuul
Delicious!




Joined: 31 Mar 2004
Posts: 641
Location: Nowhere

PostPosted: Mon Jan 30, 2006 8:28 am    Post subject: Reply with quote

which module is damage calculation in?
_________________
A broken clock is still right twice a day.
Back to top
View user's profile Send private message Visit poster's website
Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Tue Jan 31, 2006 2:24 pm    Post subject: Reply with quote

In two places: bmodsubs.bas, inflict() (in battle), and in menustuf.bas, oobcure() (out of battle). oobcure() is almost exactly the same as inflict(), except that it ignores a few things like elemental bitsets. I need to unify the two some time...
_________________
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
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
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