Author Topic: General Discussion  (Read 3819860 times)

0 Members and 18 Guests are viewing this topic.

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #7785 on: July 01, 2016, 01:00:21 PM »
Code: [Select]
def effects_resolver(self, targets):
Resolved here I thing, attack first, damage later.
Like what we're doing?

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #7786 on: July 01, 2016, 02:45:43 PM »
Huh. Not sure why, but ranged weapon attacks cannot attack back row atm. It's not how it is supposed to work.

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #7787 on: July 02, 2016, 03:20:38 AM »
Case? I used them many times...
Like what we're doing?

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #7788 on: July 02, 2016, 04:22:13 AM »
Ok... so what happened with the items thing:

- When I wrote that code, items that could be applied to girls, couldn't be applied to hero so it was means for girls only, I wrote about that long time ago.

- Fields are renamed.

- "local" fields: Presently only working in buildings.
- "all" fields: Work everywhere so it's a dangerous options.
- All items engulf all characters in the "area", not just the once MC hired/bought. We may have to improve that.

- I have not tested the system, just rewrote the code.
Like what we're doing?

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #7789 on: July 02, 2016, 05:57:32 AM »
Case? I used them many times...
Ah, it's because some of them don't have piercing=True. I thought ranged type is enough for everything.

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #7790 on: July 02, 2016, 09:20:51 AM »
Btw I added spells to dodge algorithm, with a bit different formula. Dodge animation can be improved a bit based on spell animation length, but looks fine for beta.

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #7791 on: July 02, 2016, 12:31:36 PM »
It's not hard to change the animation. I didn't really want ranged to pierce but it's ok.
Like what we're doing?

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #7792 on: July 02, 2016, 01:53:48 PM »
Bad news, most mass items don't work, no matter what I do with them.
I put MC in the building just in case. Tried to change the item gender, both male and female versions don't work.

Although, we have an item with "ceffect": "allgirls", and it actually works now.

I found some interesting damage calculation formulas, gonna try to implement for BE.
« Last Edit: July 02, 2016, 02:05:08 PM by DarkTl »

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #7793 on: July 03, 2016, 05:24:53 AM »
I renamed that to allchars, we may allow other genders in the future and all the "girl" vars came from modelling WM code. I think these last errors were plain typos.


We need better damage calculations for BE, let me know if you need help figuring out what's what in the code.
Like what we're doing?

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #7794 on: July 03, 2016, 05:31:27 AM »
Hmm, I think it is working... I just tested healing mist item, it worked on everyone except for MC who is male.
Like what we're doing?

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #7795 on: July 03, 2016, 06:30:26 AM »
Well, ideally weapons and armor could use damage and resistance fields. Like, +5 fire damage or -5 physic damage. It's not required for the formula or for the beta, but it will make things more interesting.
« Last Edit: July 03, 2016, 06:32:19 AM by DarkTl »

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #7796 on: July 03, 2016, 07:16:01 AM »
That's just couple of extra fields + gui (+ Formulas for be)... we can manage it when the time comes.
Like what we're doing?

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #7797 on: July 03, 2016, 07:55:34 AM »
Quote
                    # Magic/Attribute alignment:
                    for al in attributes:
                        # Damage first:
                        i = {}
                        # @Review: We decided that any trait should influence this:
                        for e in a.traits:
                            if al in e.el_damage:
                                i[e.id] = e.el_damage[al]
                        if i:
                            i = sum(i.values()) / len(i)
                            if i > 0.15 or i < 0.15:
                                if i > 0:
                                    effects.append("elemental_damage_bonus")
                                elif i < 0:
                                    effects.append("elemental_damage_penalty")
                            multiplier += i
                           
                        # Defence next:
                        i = {}
                        for e in t.traits:
                            if al in e.el_defence:
                                i[e.id] = e.el_defence[al]
                        if i:
                            i = sum(i.values()) / len(i)
                            # From the perspective of the attacker...
                            if i > 0.15 or i < 0.15:
                                if i > 0:
                                    effects.append("elemental_defence_penalty")
                                elif i < 0:
                                    effects.append("elemental_defence_bonus")
                            multiplier -= i
I know what it does in general, but it's too confusing for me to make sure that it works as intended, so it's up to you if something is broken here  :)
Also, in db there is a dozen or so animations for multielemental spells which probably will not work with this algorithm if we really will give them many elements.

Offline DarkTl

  • Hero Member
  • *****
  • Posts: 4737
Re: General Discussion
« Reply #7798 on: July 03, 2016, 12:43:55 PM »
You can see team portraits in Be testing mode or at the arena, but not if you pick escalation option from interactions menu. Is it because of prebattle quotes maybe? It should be fixed somehow anyway.

Offline Xela

  • Global Moderator
  • *****
  • Posts: 6893
  • "It's like hunting cows"
Re: General Discussion
« Reply #7799 on: July 03, 2016, 03:27:48 PM »
Hmm... that should be easy. I think you will see them when you use hero.team as the party which I assumed we always would when that is sensible to display.
Like what we're doing?