devolution

Author Topic: General Discussion  (Read 3821255 times)

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Offline DarkTl

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Re: General Discussion
« Reply #8385 on: September 08, 2016, 01:22:33 PM »
Let's say we have "evasion_bonus": [-15, -10, 50] and level 10.
temp = max(-15, 10*(-10)/50) = max (-15, -2) = -2

So "evasion_bonus": [-15, -10, 50] gives -2 evasion at level 10. It's ridiculous.

Offline Xela

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Re: General Discussion
« Reply #8386 on: September 08, 2016, 03:59:37 PM »
You can still use fixed negatives like in my example. Do we really need to add if/else forks for this?
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Offline DarkTl

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Re: General Discussion
« Reply #8387 on: September 09, 2016, 02:40:00 AM »
The idea was that characters learn to overcome their weaknesses a bit, but ok, we can live without it.

Offline DarkTl

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Re: General Discussion
« Reply #8388 on: September 09, 2016, 06:15:24 AM »
There is add_beskills field mentioned in your post about class traits, which should in theory add BE skills. In reality though it does nothing but exists in the code, and probably should be removed.

I'm also confused about the mod field for class traits. We actually almost removed it from normal traits because we have a much better one, mod_stats. It only remained for special stats like upkeep and disposition.
However when I see stuff like
Quote
        "mod": {
            "magic": 10,
            "upkeep": 5,
            "intelligence": 5
        },
in a class trait, I can't help but wounder how will it work, since the mod field used to apply 10% of stat every 5 levels when we used it for normal stats, thus rising upkeep infinitely.

Either way, there should be consistency in traits. If mod field only increases once special stats like upkeep for normal traits, then it should do the same thing for classes. If we have support for mod_stats for normal traits, classes should support it too.
« Last Edit: September 09, 2016, 06:33:34 AM by DarkTl »

Offline DarkTl

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Re: General Discussion
« Reply #8389 on: September 09, 2016, 07:17:23 AM »
For some reason I get
Quote
  File "game/library/be/labels.rpy", line 26, in script
    python:
  File "game/library/be/labels.rpy", line 68, in <module>
    battle.start_battle()
  File "game/library/be/core.rpy", line 169, in start_battle
    self.main_loop()
  File "game/library/be/core.rpy", line 117, in main_loop
    s(t=t)
  File "game/library/be/core.rpy", line 536, in __call__
    self.time_gfx(t, died)
  File "game/library/be/core.rpy", line 1244, in time_gfx
    self.timestamps[stamp]()
  File "game/library/be/core.rpy", line 1527, in show_target_damage_effect
    color = getattr(store, target.dmg_font)
AttributeError: 'StoreModule' object has no attribute '#7cfc00'
after trying mass heal in BE.

Offline Xela

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Re: General Discussion
« Reply #8390 on: September 09, 2016, 08:48:42 AM »
I'll take out the error soon. I wanted to leave traits to major refactoring, but if it pisses you off, I can take a look at them tonight as well, there are loose ends like that because we change concepts a lot in a very logically complex game.
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Offline DarkTl

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Re: General Discussion
« Reply #8391 on: September 09, 2016, 09:48:02 AM »
It should be done before the beta. Because completely usable, working classes will be needed for it.
« Last Edit: September 09, 2016, 09:51:38 AM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #8392 on: September 09, 2016, 10:02:29 AM »
Ok, I'll take a look at traits. The healing spell crash is fixed, code is getting to vast for me to keep everything in check so there are increasingly more and more errors.
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Offline DarkTl

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Re: General Discussion
« Reply #8393 on: September 09, 2016, 11:06:16 AM »
I think I'll put the old elements descriptions in the library location. That's exactly the place for stuff like this.

How do you set spells for arena fighters? The log is full of errors about missing spells at arena, do you use characters data files?

Offline Xela

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Re: General Discussion
« Reply #8394 on: September 09, 2016, 11:07:25 AM »
There is add_beskills field mentioned in your post about class traits, which should in theory add BE skills. In reality though it does nothing but exists in the code, and probably should be removed.

I'm also confused about the mod field for class traits. We actually almost removed it from normal traits because we have a much better one, mod_stats. It only remained for special stats like upkeep and disposition.
However when I see stuff like in a class trait, I can't help but wounder how will it work, since the mod field used to apply 10% of stat every 5 levels when we used it for normal stats, thus rising upkeep infinitely.

Either way, there should be consistency in traits. If mod field only increases once special stats like upkeep for normal traits, then it should do the same thing for classes. If we have support for mod_stats for normal traits, classes should support it too.

Ok... so I've removed add_beskills from the code, I am not going to update docs cause we will change stuff and it takes too long. I am getting rid of mod field completely, we will use mod_stats for upkeep and disposition as well but only first index will be used ONCE on trait application or removal and everything else will be ignored.

I am also looking into this stats_mod code really closely tight now, I think it may be completely fucked at the moment (as in not working as you'd expect it to, but I may be wrong, it's a complex and intertwined system)...
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Offline Xela

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Re: General Discussion
« Reply #8395 on: September 09, 2016, 11:08:12 AM »
I think I'll put the old elements descriptions in the library location. That's exactly the place for stuff like this.

How do you set spells for arena fighters? The log is full of errors about missing spells at arena, do you use characters data files?

No, I hard code that stuff. Arena review is on our todo list.
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Offline Xela

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Re: General Discussion
« Reply #8396 on: September 09, 2016, 11:38:36 AM »
Just pushed again. mod field is gone as well, index 0 from stats mod field will be used for upkeep and disposition ONCE on traits application, rest of the indexes are ignored. I've also worked out a nasty bug that would have created massive, hard to trace "snowball" effect if a trait that modded stats were to be applied at higher levels. I expect that a trait that had 3+ stats to mod would have turned any character into a freaking monster if applied at level 100+ :D
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Offline DarkTl

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Re: General Discussion
« Reply #8397 on: September 09, 2016, 12:14:28 PM »
Ohhkey, I added "upkeep": [1000] to mod_stats of one of the traits, and nothing happened in the game.

Offline Xela

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Re: General Discussion
« Reply #8398 on: September 09, 2016, 12:59:45 PM »
Ohhkey, I added "upkeep": [1000] to mod_stats of one of the traits, and nothing happened in the game.

I keep fucking up when changing old code. Try again...
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Offline DarkTl

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Re: General Discussion
« Reply #8399 on: September 09, 2016, 01:29:49 PM »
Ok, I have "disposition": [1000], "upkeep":[1000] now. Disposition works. Upkeep doesn't.