A major component of the journey consists enemy encounters that result in battles. The combination of statistics for characters, enemies, landscapes, items, weapons, armor, and magics, can lead to complex calculations that need to be performed in steps.
Left shift (<<) and right shift (>>) are used when possible to speed up calculations. To determine the equivalent multiply and divide values, raise two to the power after the operator. For instance, SpellPower<<2 is the same as SpellPower*(22) or SpellPower*4. All calculations are based on integer values, so fractions are ignored. Calculations are performed on variables to the right then assigned on the left. These calculations were originally based on Final Fantasy VI, but they will be altered considerably since many of TMJ's stats differ. |
this looks really great hull. im curious as to how the programming of relics, etc. are going to complicate things. such as critical hit boosters, etc. will it be simple? or what?
I still have to work in status enhancements and detractors, including relics. They shouldn't be too tough.
oh, alright hull. and will there be status boosting items like strength potions?
hullbreach, could there be a damage code that applies the status effects of weapons, such as a 10% death probability or burn, paralyze, etc? i think i could make one, but i dont wanna screw up.
I still have a few things to add to these equations as game development progresses (terrain enhancements, for instance). Weapon enhancements will be one of those.
ok. i see.
I think a 10 second energy loss is good.