Advertisement
Guest User

Untitled

a guest
Jul 23rd, 2017
56
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.50 KB | None | 0 0
  1. Special Effects:
  2. Rank E: Nothing. -> okay simple enough, i add a global entry to the database for a rank, but leave it blank, or at 0 for now
  3. Rank D: Evil Burst (deals an extra 2d6 points of damage on a critical hit). -> okay, so now I have to make sure the rank is correlated to be able to randomly add damage to critical hits, but only for this weapon on this specific type of character
  4. Rank C: Damage Boost (increases damage to 3d6) -> okay, so now i have to nullify the effects of rank D (but leave the code there ofc), and also add increase the base damage of the weapon, replacing what would otherwise be accessed in the global data structure
  5. Rank B: Hellfire (gives the target Burn on a critical hit) -> okay, so now I have to add the ability for a weapon to arbitrarily be able to add debuffs, damage, etc. in arbtirarily places such as when landing a critical hit
  6. Rank A: Guidance of the Goddess (automatically hits minions and standard mobs) -> alright, so here I now have to account for *all of that* plus now add this arbitrarily, so now I need to add a check specificaily for this weapon when calculating misses
  7. Rank S: Critical Boost (critical damage increases to triple) -> I need to access the global data structure to change a value at an arbtirary point again
  8. And this is just one weapon. I have no way of telling what else is going to be changed or need to be changed because the effects caused by rank as so sporadic that I need to continually change calculation code for the mere possibility that something else could arbitrarily be either accessing it, changing it, or modifying how it's calculated. And this is just a weapon rank. I also need to do this **exponentially** for every time there's a skill or stat or divinity or quirk or tech or any other of the numerous types of modifiers or traits that can arbitrarily modify or access any of the calculations or calculation processess in battle or related to stats arbitrarily. Not only does this made the individual calculations exponentially more complicated, it makes the actual processing of the game even more complicated, because now i need to arrange the "steps" taken by the game per-se (get turn -> atg (wait for turn) -> process a debuff/buff (such as poison let's say) -> take turn -> calculate damage/miss/etc. -> etc -> etc) to be able to again, arbitrarily be able to have thesetypes of modifiers injected in between them with no rhyme or rhythm to know where the effect (or what type of effect) is going to be added.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement