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Professor Tio
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icon Adapting New Tech (+2)  
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So I'm deciding to try my hand at making something longer while I'm still smoothing out some stuff in Twice Twice. Right now I don't have the hold fully finished so I didn't attach the hold file, but I have about, 4 out of the 6 levels (6 of 8 if you count an inventory and "item production" room, alongside a credits level though the credits level doesn't count, does it) built. There's a good bit of scripting I'm writing up for the hold, and this is just one item - I tried to recreate a TSS construct using the DROD RPG scripting system, and it works from my testing! It doesn't behave entirely like a Construct since from what I can tell, you can't easily have a character that can push mirrors while not triggering tokens in the RPG engine. At least, not seamlessly. Thoughts so far on this?

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03-14-2019 at 04:14 PM
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Someone Else
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icon Re: Adapting New Tech (0)  
That looks neat! You could avoid triggering tokens, perhaps, by not having them. :P

Or maybe by triggering them again as soon as it steps on them.
03-14-2019 at 09:13 PM
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Professor Tio
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Someone Else wrote:
Or maybe by triggering them again as soon as it steps on them.
Ah, right. Though this does kinda become an issue with a Greater Automaton that's been reassembled, since I have the script set up so that rather than keeping the same entity around, I instead have the scripting replace a killed Greater Automaton with an Automaton Rubble entity (that has about 500 DEF to make sure it's nigh-impossible to break but with a large GR reward if you do break it), so it automatically gets placed at the back of the processing order because of that.

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03-14-2019 at 09:56 PM
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Professor Tio
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icon Re: Adapting New Tech (0)  
Annnd something odd is happening with one of the main scripts of the hold.

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So to clarify on this, I pretty much won't be using any percentage-based damage in this hold beyond aumtlich-like gazes. There will indeed be an upgrade to effectively disable this script entirely, and is technically available from the ground level (if you can muster up a bunch of keys or find a VIP Card in the hold), but for now my concern is that I was experiencing an offset on this script.

The idea is that 25% of your defense in this hold will contribute to blocking damage given by this script for each turn you reside on oremites. The script does work for a bit initially, but then it started to become desynced - I had started to notice this when I reached 40 DEF while I was doing some personal play-testing (to give an idea, the ground level's hot tile damage variable is set to -20, so with <4 DEF, the script should deal that full 20 when you're on oremites - the player starts off with 10 DEF, though, so it'll start off at 18 (10/4=2.5 which is rounded down to 2 by DROD. It rounds down for every decimal, as I understand)). Rather than the expected 10 HP of oremite damage, it was dealing 13 HP of damage, so I dunno what the issue there is.

Note - Also yes, after taking the screenshot, I did catch an issue I realized was present where the script would've actually started healing the player once their DEF was high enough. Problem solved with an extra If check, woo.

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[Last edited by Professor Tio at 03-24-2019 02:34 PM]
03-19-2019 at 11:42 PM
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Doom
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Professor Tio wrote:
Rather than the expected 10 HP of oremite damage, it was dealing 13 HP of damage, so I dunno what the issue there is.
Did the player have a shield? _DEF only accounts for base DEF and not anything granted by equipment. You can add _ArmorDEF to get the full defense value.

The math seems to work out with a wooden shield. (-20 + 30/4 = -13)
03-20-2019 at 07:43 AM
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Professor Tio
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Doom wrote:
Professor Tio wrote:
Rather than the expected 10 HP of oremite damage, it was dealing 13 HP of damage, so I dunno what the issue there is.
Did the player have a shield? _DEF only accounts for base DEF and not anything granted by equipment. You can add _ArmorDEF to get the full defense value.

The math seems to work out with a wooden shield. (-20 + 30/4 = -13)

Okay that was the issue, thanks for pointing that out! I'll add that bit in now.

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03-20-2019 at 10:52 AM
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