2013-07-07, 05:38 PM
I wouldn't be surprised if after all of this work this new default formula is good enough that no one will even care to setup a custom formula. Still its important work.
It's going to take me a while to flesh out all of the details for a demo but the basics are already up and running.
I've decided not to label parameters of extensions for the time being. They are easy enough to lookup. You'd have to lookup the labels anyway.
I've also decided to hold off on passing the affinity number as a parameter unless someone demands that. I think it's an obvious 3rd parameter for the final hit_outcome_quantifier extension. But I don't know if it should be second or third or what for the bonus extensions.
For the bonuses the pc global built in number or whatever--like c is for counters--refers to the player or NPC with the stats in question. Here pc can refer to a monster or NPC. There is also an npc number for the character on the other end, but its not going to be supported until necessary.
pc[0] or just pc is 1 for the player and 0 for NPCs (including enemies) and will be 2 for player character 2 if that is ever a thing.
pc[1] is Strength. And pc[2] is Magic. These are 0 for monsters. 3 is reserved for a Speed stat. And 4 is the weapon. 5 is the helmet I think. And so on. I believe these go in the order of the Equip menu. They are in the order they are in in the save file. For monsters equipment is NaN which will void your formula if you don't work around it.
You can label these yourself. I don't know what to label them. The only obvious labels would be Japanese. So I am letting the end user label them however they want or just use the numbers until I have a better idea.
For now pc is all NaN inside of the hit_outcome_quantifier extension. In other words it is source / target neutral. It will probably stay that way, but if it ever changes pc will refer to the character taking damage.
I don't know if hit_penalty_quantifier extension will make it into the next release or not. It lets you customize poison. Maybe other ailments too.
PS: While I am fairly pleased with this default formula. I am not a fan of the additive bonuses. Has anyone thought about how you'd like to figure the bonuses? Something multiplicative seems better to me. There is probably a website with information about how muscles effect the impact of an instrument out there somewhere...
What is the natural minima and maxima for humans. That would be interesting stuff.
It's going to take me a while to flesh out all of the details for a demo but the basics are already up and running.
I've decided not to label parameters of extensions for the time being. They are easy enough to lookup. You'd have to lookup the labels anyway.
I've also decided to hold off on passing the affinity number as a parameter unless someone demands that. I think it's an obvious 3rd parameter for the final hit_outcome_quantifier extension. But I don't know if it should be second or third or what for the bonus extensions.
For the bonuses the pc global built in number or whatever--like c is for counters--refers to the player or NPC with the stats in question. Here pc can refer to a monster or NPC. There is also an npc number for the character on the other end, but its not going to be supported until necessary.
pc[0] or just pc is 1 for the player and 0 for NPCs (including enemies) and will be 2 for player character 2 if that is ever a thing.
pc[1] is Strength. And pc[2] is Magic. These are 0 for monsters. 3 is reserved for a Speed stat. And 4 is the weapon. 5 is the helmet I think. And so on. I believe these go in the order of the Equip menu. They are in the order they are in in the save file. For monsters equipment is NaN which will void your formula if you don't work around it.
You can label these yourself. I don't know what to label them. The only obvious labels would be Japanese. So I am letting the end user label them however they want or just use the numbers until I have a better idea.
For now pc is all NaN inside of the hit_outcome_quantifier extension. In other words it is source / target neutral. It will probably stay that way, but if it ever changes pc will refer to the character taking damage.
I don't know if hit_penalty_quantifier extension will make it into the next release or not. It lets you customize poison. Maybe other ailments too.
PS: While I am fairly pleased with this default formula. I am not a fan of the additive bonuses. Has anyone thought about how you'd like to figure the bonuses? Something multiplicative seems better to me. There is probably a website with information about how muscles effect the impact of an instrument out there somewhere...
What is the natural minima and maxima for humans. That would be interesting stuff.