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Re: [Adonthell-devel] charedit update
From: |
Kai Sterker |
Subject: |
Re: [Adonthell-devel] charedit update |
Date: |
Sat, 21 Jul 2007 00:34:55 -0700 |
On 7/20/07, Andrew Phillips <address@hidden> wrote:
I'm still not having much luck tying my attribute and property classes into
the existing rpg::character namespace (I suspect trying it on a machine I
don't control may be an exercise in education futility), but rather than be
stymied, I've continued to develop charedit as a stand-alone tool.
Seems like the right decision for now ... charedit could be integrated
as the character/rule implementation in the game engine advances, if
necessary. Considering the complexity and numerous dependencies of the
codebase, it's probably almost impossible.
[...]
In my implementation, the current value of the property is found by
multiplying the attribute value by a now-variable multiplier and adding to
that a modifier. I did this because it occurred to me that with a variable
multiplier and a small modifier value, special abilities can more easily
have an proportional impact on a character's properties.
I like that idea. The fixed multipliers bothered me a little bit, as
they seem to limit the number of character variations you could get.
Kai
- [Adonthell-devel] charedit update, Andrew Phillips, 2007/07/20
- Re: [Adonthell-devel] charedit update,
Kai Sterker <=
- Re: [Adonthell-devel] charedit update, Andrew Phillips, 2007/07/21
- Re: [Adonthell-devel] charedit update, Andrew Phillips, 2007/07/22
- Re: [Adonthell-devel] charedit update, Kai Sterker, 2007/07/23
- Re: [Adonthell-devel] charedit update, Andrew Phillips, 2007/07/23
- Re: [Adonthell-devel] charedit update, Kai Sterker, 2007/07/28
- Re: [Adonthell-devel] charedit update, Andrew Phillips, 2007/07/28