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Reply to Re: Missile Strength Versus Dink Strength

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February 20th 2013, 06:57 PM
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Also, do you have a fix/workaround in mind for this in your improvement pack or will we just have to use even-numbered missile strengths?

Don't worry, you don't have to use even numbered missile strengths. However, an odd strength will work as if it was 1 strength less (and thus, the even number below it). Unfortunately this is something I haven't figured out how to fix with DinkC. It's probably possible but not worth the lengths that would have to be taken. It's also quite a small problem, so it's not worth worrying over too much. But if Beuc or Shevek is around they might be able to benefit from this knowledge, since they could make sure things work in their respective engines.

does the defense of the target affect this in any way?

The only thing defense does is subtract from the final damage. So if you have a three strength missile, and a one defense enemy, you will always hit for one damage with it instead of the two you would do to an enemy with no defense.

you have to stop finding all these things or else we'll never want to use the engine again

I can't help it! Luckily thanks to finding all these things I've also been able to fix/improve a lot of them (especially regarding weapons/spells). I'm trying to find as many bugs as I can now because I want the script pack to be good.

Also, if you want to know the reason I still dabble in Dink despite knowing all the flaws, it's simply because he's Dink. I can't have him in any other engine, you know. And if I did, it wouldn't be quite the same. When I keep all this in mind, the flaws don't really matter all that much.