The Dink Network

hit procedure won't modify defense

September 12th 2009, 11:59 AM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
I was hoping I could use the hit procedure to calculate an enemy's defense based on attack type (elemental effectiveness) but it seems that the defense isn't changed on the same hit and it needs to be in order to make this work. So why is it that I can modify certain stats (ex: sp_hitpoints) but not certain others like this?
September 12th 2009, 03:11 PM
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Androrc
Peasant He/Him Austria
 
Have you tried putting it as the topmost command of the void?
September 12th 2009, 11:55 PM
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
Have you tried putting it as the topmost command of the void?


Ahahaha! How I laughed.

Anyway, wasn't there something like this in I Kara Gu?
September 13th 2009, 12:50 AM
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You probably don't have many bored moments if you can get that much fun out of a perfectly valid question.

That dmod did have something similar, but it just used hurt(), not changing the enemy's defence.
September 13th 2009, 04:03 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Scratcher, c'mon. What can we do? Hi's brains are toast.
September 13th 2009, 04:40 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
FIAT had element-based damage, though. Maybe rabidwolf could look at how that's done.
September 13th 2009, 06:27 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
I did look into FIAT and I noticed the system used a lot of of variables to achieve this. Since it's going to be used for turn based, I could easily modify the strength of the hit/defense of the enemy before the attack is even initiated. I was just wondering why it won't let me do it the way I want to
September 13th 2009, 06:50 PM
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Androrc
Peasant He/Him Austria
 
Because maybe the "str - def" calculation is done before the enemy's hit void is activated. I suppose you could look at the source code to be if this is the case though.