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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Jan 23, 2006 3:46 pm Post subject: Elemental Percentage attacks |
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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. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Mon Jan 23, 2006 3:57 pm Post subject: |
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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
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Jan 23, 2006 6:34 pm Post subject: |
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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? |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Jan 30, 2006 6:34 am Post subject: |
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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). |
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Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Mon Jan 30, 2006 8:28 am Post subject: |
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which module is damage calculation in? _________________ A broken clock is still right twice a day. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Tue Jan 31, 2006 2:24 pm Post subject: |
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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
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Official OHRRPGCE Wiki and FAQ |
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