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Posted: Mon Oct 31, 2011 8:44 am
after dinking around for a while with my Lubu Dojo game, I came up with a mechanism that allowed me to freely edit the Stamina of my actors without depending on aliasing above main using arcane gibberish.
I'm not precisely sure what happened, but I put in an attr_accessor: @stat_plus for stamina plus, and added @sta_plus = 0 to the initialization, and them boom, all my other redundant codes for stamina suddenly worked and I was able to do stuff like $game_actors[10].sta += 200 multiple times and see an actor's stamina (and hit points) rise by 600.
The beautiful thing about hit points is that you can test new attributes and effects with it - even if they aren't supposed to do anything related to hit points, you can use the hit point interface as a reliable 'yeah, it(the computer) notices your code, and it doesn't crash'. That's fricken useful when you are programming some complex interlaced pile of crap, or some sweet symphony of unbelievable coding godliness.
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Posted: Mon Oct 31, 2011 1:53 pm
so ironically I went through all the measures of installing a size variable and a stamina variable, but for most characters, the stamina is going to be identical to their Str. It's a good thing the game is supposed to allow you to change your stats - which with my newly installed system, works. I plan on providing some base bonuses/penalties related to size as well.
For example, the agility of an actor or enemy should be higher when smaller and lower when larger. I haven't decided yet if the agility modifiers will closer match opposite, or opposite displaced.
opposite: 50 20 0 -20 -50 -99
displaced: 99 50 0 ...
wait, that's pretty obvious. If I don't want to give all humans a 20 agility bonus, then opposite is logical.
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Posted: Sun Nov 06, 2011 7:00 pm
so hit points is fixed,
and now I'm trying to figure out Willpower etc
Clearly, MDEF for enemies is set by the programmer, so the only thing that's worth figuring out is Willpower/Resolve.
that's going to be resolved by means of the pseudo-technique based on something I used elsewhere, but can't recall what. I believe it was perception, and I might have talked about it before. The idea is the Willforce stat or whatever used for monsters is based on two attributes:
1. their Metaphysical Experience value - using the Perception equation,
and 2.
their Mental defense. Probably 1/3rd mental defense plus 2/3rds extracted from their Metaphysical Exp value. That way, if you have a 99 MDEF and are 100% MetaExp, then you have a 99 willforce, which spits out a 9999 resolve.
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Posted: Wed Nov 16, 2011 12:50 pm
ghost world damage system is in play, at least for anything that can use a flag like an item attack, weapon, or skill.
Edit: resolve damage still doesn't factor in MDEF instead of PDEF. I should make a note of it.
it's still sketchy as to how NPCs might do damage, but it's also sketchy as to how to get the NPCs to be able to teach skills they have, since they don't have skills and don't have to learn them either.
It makes me want to create PC-NPCs, or Mobiles that can wander around the map, except the program isn't set up to be a whole active world, rather a single zone at a time. This zoning issue is something future games will have to resolve.
I think one of the biggest problems of programming is the fact that people don't realize stuff has to be happening in the back ground for the virtual world to genuinely feel authentic. As a single player game, you have no way of knowing what's going on in the background the first time through, but the second time through a game, it becomes more obvious when you are running into a script, rather than artificial intelligence. For example, if one of your adventuring party members appears to betray you and you have to fight them, are you going to automatically lose? Even if you power level to overcome them? That's script.
Meanwhile, im working on mecha, and am building a wooden model first to have something to look at from different angles. On the side I built a small red laser using an LM317 and a 25ohm potentiometer with an 18650 battery using what claimed to be about a 125mA diode, but it sure as hell didn't look bright to me.
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