[Ohrrpgce] (Ancient) Re: Bugs, bugs, bugs
Bob the Hamster
ohrrpgce at HamsterRepublic.com
Fri May 20 14:28:40 PDT 2005
(I am cleaning out some ancient mail in my in-box, and am forwarding
some things to the list)
On Sat, Nov 15, 2003 at 05:59:24PM -0600, Red Baron wrote:
> I'm not sure if this is a bug or not, but it's been bothering me lately-
> why can't aim/evade be defined in attacks like offense/defense can? I'd
> like to be able to have speed double as evade, if only to free up another
> stat for something else. Is it something that was overlooked, or is it
> impossible to implement with current code?
>
> Also, some actual bugs:
>
> Absorb-damage type attacks cannot drain a percent. Example: you cannot
> drain 15% off of a hero's HP. Poison (and I'm assuming stun and regen,
> though I haven't tried them) also won't work with a percentile attack.
filed bug 66 http://hamsterrepublic.com/bugzilla/show_bug.cgi?id=66
> For MP restoring items, if used out of battle, the numbers shown are HP,
> not MP.
Can somebody test this?
> An item, out of battle, that chains attacks (eg: restores HP, then MP)
> doesn't work.
I would like opinions on whether other people thing oob chaining is
worth implementing
> If you chain a spinstrike attack to a regular attack, the hero's two
> walking frames will switch back and forth until he is hit or takes action.
>
> If you use a restorative item on someone who doesn't need it, it's wasted.
>
> Now for more sorta-kinda-bugs.
>
> How would visualising status effects work?
I would like some discussion about this. The biggest reason that I have
never worked on posion/stun visualization is not because it is hard, but
because I can't think what the "right" way to do it is.
> Weren't you going to make it so that you can define whether or not an
> attack is affected by X-Hits?
http://hamsterrepublic.com/bugzilla/show_bug.cgi?id=67
> Could there be a plotscript for putting items in a "bank" of sorts, to
> store for later? It can be done now, but the script is BULKY and doesn't
> work very well.
>
> It'd be interesting to see how these things work, and if any of them could
> be fixed/implemented. Hope this isn't too much for ya.
>
> _____________________________________________
>
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