[Ohrrpgce] (Ancient) Re: Bugs, bugs, bugs
TeeEmCee
teeemcee at gmail.com
Sat May 21 01:35:00 PDT 2005
> > For MP restoring items, if used out of battle, the numbers shown are HP,
> > not MP.
Yes, regardless of the stat targetted, HP is shown. But, if the item
targetted, say, atk, should it show everyones atk score, or default to
HP for everything but MP?
> 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.
I like the idea of begin able to select the picture and palette of the
hero when affected by different status effects. They would default to
"default", which is their normal graphic.
Generally it sounds like oob attacks are missing alot of
functionability that normal attacks have.
On 5/21/05, Bob the Hamster <ohrrpgce at hamsterrepublic.com> wrote:
> (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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