2013-06-14, 11:51 PM
Pardon me if I'm being dense, but I thought the only "damage" in a SoM game was the final uhh... damage total the player receives. If you want to set up a game that has multiple "damage" subgroups(stab slash etc) , they still all end up a single totaled number ..."damage".
Regardless of what fancy "elemental" label a person slaps on damage ingame, I think it's always going to boil down to three terms: "attack" which is the attacker's ability to inflict damage, "defense" which is the defender's ability to resist attack, and "damage" which is the resulting HP loss after attack and defense are processed.
My term "attack1" and "attack 2" were simple labels for damage sub-groups. For instance "Attack1" could be the attackers fire stat, "attack2" the attacker's stab stat.
Anything that works is fine. This was just my opinion about good labeling practices.
As far as setting "starting enemy stat slots", the default enemy stat/AI values are loaded when you make a new enemy slot in the Parameter Editor. The 'defaults' are read from one of SoM's file. The file's presets are rather useless which means a game maker has to manually adjust a bunch of settings for every new monster. I just meant, I could make an optional file that would make the defaults loaded for new enemies more intelligent and scaled so that game makers wouldn't have to do everything manually. They could still change things if they wanted.
Regardless of what fancy "elemental" label a person slaps on damage ingame, I think it's always going to boil down to three terms: "attack" which is the attacker's ability to inflict damage, "defense" which is the defender's ability to resist attack, and "damage" which is the resulting HP loss after attack and defense are processed.
My term "attack1" and "attack 2" were simple labels for damage sub-groups. For instance "Attack1" could be the attackers fire stat, "attack2" the attacker's stab stat.
Anything that works is fine. This was just my opinion about good labeling practices.
As far as setting "starting enemy stat slots", the default enemy stat/AI values are loaded when you make a new enemy slot in the Parameter Editor. The 'defaults' are read from one of SoM's file. The file's presets are rather useless which means a game maker has to manually adjust a bunch of settings for every new monster. I just meant, I could make an optional file that would make the defaults loaded for new enemies more intelligent and scaled so that game makers wouldn't have to do everything manually. They could still change things if they wanted.