Reply to Re: Stat Reliant Stats
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December 30th 2005, 01:22 AM

toa


It can be done. Convoluted, but possible.
All New Stats should result in D/A/M values for Dink and the enemy. After the attack, the New Stats should update or be updated from the change in health as necessary (health would be the main evidence of what happened during the attack).
I imagine a ton of code. My recent hacking on Dink (removing exp and expraise from the engine completly) suggests, at the bare minimum, adding unconditional external() calls (or inlined cut-n-paste of the same code) to every instance of attack() and/or hit(). (I changed the names of those a long time ago so I forget which does what...)
The end result is that all stats become a wrapper for D/A/M.
And if you want the new stats to be displayed, you'd better create a non-capitalist society.
All New Stats should result in D/A/M values for Dink and the enemy. After the attack, the New Stats should update or be updated from the change in health as necessary (health would be the main evidence of what happened during the attack).
I imagine a ton of code. My recent hacking on Dink (removing exp and expraise from the engine completly) suggests, at the bare minimum, adding unconditional external() calls (or inlined cut-n-paste of the same code) to every instance of attack() and/or hit(). (I changed the names of those a long time ago so I forget which does what...)
The end result is that all stats become a wrapper for D/A/M.
And if you want the new stats to be displayed, you'd better create a non-capitalist society.
