Author Topic: General Discussion  (Read 3821260 times)

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Offline Xela

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Re: General Discussion
« Reply #8370 on: September 07, 2016, 12:27:11 PM »
I tested fire arrow skill, which uses shatter gfx on death, which uses the infamous HitlerKaputt animation class.
When you kill mobs, they shatter all right, but at the same time the whole shattering cloud shakes, and it looks terrible.

Timing might be off, I'll take a looksie...
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Offline Xela

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Re: General Discussion
« Reply #8371 on: September 07, 2016, 12:41:29 PM »
I think Areal aim of the left team might not be calculated properly. Most of our attacks are too large to notice but your new northern flow is clearly not being aimed correctly... Gonna try and trace the problem.
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Offline DarkTl

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Re: General Discussion
« Reply #8372 on: September 07, 2016, 12:47:21 PM »
Btw will new BE-only stats work for class traits? And if yes, are they going to be doubled when the class trait is single?

Offline Xela

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Re: General Discussion
« Reply #8373 on: September 07, 2016, 12:51:29 PM »
Btw will new BE-only stats work for class traits? And if yes, are they going to be doubled when the class trait is single?

Any trait, no doubling. But we can change that if you want, it's just two lines of code per effect.
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Offline Xela

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Re: General Discussion
« Reply #8374 on: September 07, 2016, 12:54:58 PM »
I think Areal aim of the left team might not be calculated properly. Most of our attacks are too large to notice but your new northern flow is clearly not being aimed correctly... Gonna try and trace the problem.

Yeah, code was: perfect_middle_xr = BDP["r1"][1][0] + (BDP["r1"][1][0] - BDP["r0"][1][0]), it should have been: perfect_middle_xr = BDP["r0"][1][0] + (BDP["r1"][1][0] - BDP["r0"][1][0]). I am going to push but some magic screen in be is a bit messed up atm. I'll fix it in an hour or so.
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Offline DarkTl

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Re: General Discussion
« Reply #8375 on: September 07, 2016, 01:18:27 PM »
Any trait, no doubling. But we can change that if you want, it's just two lines of code per effect.
I dunno what is the lesser evil here. Doubling will make some of them too powerful, no doubling will make double skills better than single ones in terms of BE-only stats :)
We'll see.

Offline Xela

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Re: General Discussion
« Reply #8376 on: September 07, 2016, 01:22:51 PM »
I dunno what is the lesser evil here. Doubling will make some of them too powerful, no doubling will make double skills better than single ones in terms of BE-only stats :)
We'll see.

I am thinking about limiting total possible bonuses. Maybe based of characters level or something like that. But I'll revisit balancing a bit later.
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Offline Xela

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Re: General Discussion
« Reply #8377 on: September 07, 2016, 03:54:10 PM »
Turned out a lot better than expected. There is now a special slot for ME attacks! Next on the list is default attack setting for any char!
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Offline Xela

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Re: General Discussion
« Reply #8378 on: September 07, 2016, 05:19:30 PM »
New "default_attack_skill" field should now work for unique chars and mobs.

Random chars should be different, it might be a good idea to add the same to combat related base traits and draw it from them. Rules are the same as before but I am considering changing them to make sure that this default attack is always available. We can force it to only require VIT and crash the game if someone puts up MP/HP attack as default. It will make my job writing AI that much easier, because I could always depend on one attack being there.

Now that I wrote the above... it would not matter cause you're making new traits to resist any damage... so I cannot count on anything. I guess I'll just add 50 turns limit to logical combat and force draw after that.
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Offline DarkTl

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Re: General Discussion
« Reply #8379 on: September 08, 2016, 12:53:57 AM »
You could check health every 50 turns to find out if it's lower than before. If not, then the battle is infinite and should be terminated.

I'm waiting for an item field for battle skills. Because as far as I know, "attacks" field is only for the basic attack which replaces default character attack.

Offline Xela

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Re: General Discussion
« Reply #8380 on: September 08, 2016, 01:44:36 AM »
I'm waiting for an item field for battle skills. Because as far as I know, "attacks" field is only for the basic attack which replaces default character attack.

But it works? Or not? We are gonna use it, if logic gotta be adjusted, I'll do it. If you want to rename it, I have no problem with that either.
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Offline DarkTl

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Re: General Discussion
« Reply #8381 on: September 08, 2016, 04:03:53 AM »
I dunno yet, it will take considerable time to distribute BE-only fields among items and traits.

Btw what will happen if a misc item will have BE-only stat? It can be equipped, but at the same works differently.
« Last Edit: September 08, 2016, 04:08:42 AM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #8382 on: September 08, 2016, 04:44:53 AM »
Btw what will happen if a misc item will have BE-only stat? It can be equipped, but at the same works differently.

Nothing special will happen, I am not adding crazy complicated logic to places that can do without it (anymore :D). You'll just get the bonus as from any regular item.
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Offline DarkTl

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Re: General Discussion
« Reply #8383 on: September 08, 2016, 11:11:43 AM »
Wait...
Quote
                        for i in t.traits:
                            if hasattr(i, "evasion_bonus"):
                                # Reference: (minv, maxv, lvl)
                                minv, maxv, lvl = i.evasion_bonus
                                if lvl >= t.level:
                                    temp += maxv
                                else:
                                    temp += max(minv, float(t.level)*max/lvl)
What are you trying to achieve with lvl < t.level?
« Last Edit: September 08, 2016, 11:29:27 AM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #8384 on: September 08, 2016, 11:36:02 AM »
Making sure that if you provide level 50 as max, char would not get x2 bonus at level 100.
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