[Ohrrpgce] [ohrrpgce/ohrrpgce] Damage digit colors (#275)

Ralph Versteegen notifications at github.com
Sun Mar 15 06:43:26 PDT 2020


In Fufluns James added UI colours for damage, cure, regen, poison and absorb, and a per-attack colour override, but no option to make the colour or font depend on damage done. Which would be cool. Though there are so many different choices to make (absolute damage thresholds, target-percentage thresholds, damage relative to expected amount for the attack; changing colour, changing font (when that's possible)) that a battlescripting hook just for showing damage digits might be a good idea.

As for a specific builtin feature, how about: compute the min and max damage that the attack would do against the target, ignoring all elemental resists. If the actual damage done is in the top 20% of the range or above it, use the 'critical' damage colour; if it's in the bottom 20% use the 'weak' colour. (Alternative: instead of min/max range, use thresholds like ">30% above expected damage"). This then has the advantage of showing you whether the attack was (significantly) weak or strong against the enemy, and if it's neither then it's a lottery.

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