01-01-2010, 08:20 AM
hohoho yep
in general for the actual effect its
<stat>:<expression>
then to link the skill/item to the effect
data_id => [effect_id, effectfadecond]
haha the defining stuff was like its own mini language but its kinda powerful
but yours is a lot easier to configure than mine
but yeah.
Heres a design question why have it do mean average for speed? if someone sets up a skill that doubles action speed. the player uses it but has 10 other passive effects on it and it and the effect is almost unnoticable since (2.0 + 10.0) / 11.0 ~= 1.1
in general for the actual effect its
<stat>:<expression>
then to link the skill/item to the effect
data_id => [effect_id, effectfadecond]
haha the defining stuff was like its own mini language but its kinda powerful
but yours is a lot easier to configure than mine
but yeah.
Heres a design question why have it do mean average for speed? if someone sets up a skill that doubles action speed. the player uses it but has 10 other passive effects on it and it and the effect is almost unnoticable since (2.0 + 10.0) / 11.0 ~= 1.1