2013-07-08, 11:49 AM
^Actually. Supplying the affinity is really handy. I was thinking about implementing weights for the affinities as an extension. But you don't need that since you can just setup a bank of weights and use that parameter to get at them.
For example. For King's Field I think Fire should deal more damage than Earth. Automatically. So you don't have to think about that when setting up the stats. And likewise Fire should have less defense than Earth. So you'd just setup a number like so:
[Number]
;1 1 1, Fire Wind Water Earth, Holy
hpWeights = 1 1 1, 1 0.9 0.8 0.7, 1
_hpWeights = 1 1 1, 0.7 0.8 0.9 1, 1
Then use those in your bonus formulas.
[Damage]
;Magic stat bonuses
hit_point_quantifier2 = (1_+2pc/5+2_)*hpWeights[3_]
hit_offset_quantifier2 = (1_+2pc/5+2_)*_hpWeights[3_]
In this case you could just compute _hpWeights with (1-hpWeights[3_]). In this case you could also factor in the weights with hit_outcome_quantifier instead in most cases. Wherever its easier to read would usually be best.
This is going to be a big load off my back and help keep the number of extensions to a minimum.
For example. For King's Field I think Fire should deal more damage than Earth. Automatically. So you don't have to think about that when setting up the stats. And likewise Fire should have less defense than Earth. So you'd just setup a number like so:
[Number]
;1 1 1, Fire Wind Water Earth, Holy
hpWeights = 1 1 1, 1 0.9 0.8 0.7, 1
_hpWeights = 1 1 1, 0.7 0.8 0.9 1, 1
Then use those in your bonus formulas.
[Damage]
;Magic stat bonuses
hit_point_quantifier2 = (1_+2pc/5+2_)*hpWeights[3_]
hit_offset_quantifier2 = (1_+2pc/5+2_)*_hpWeights[3_]
In this case you could just compute _hpWeights with (1-hpWeights[3_]). In this case you could also factor in the weights with hit_outcome_quantifier instead in most cases. Wherever its easier to read would usually be best.
This is going to be a big load off my back and help keep the number of extensions to a minimum.