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Author Topic: Adjustable Health Levels  (Read 16643 times)

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VC

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Re: Adjustable Health Levels
« Reply #30 on: February 21, 2011, 12:55:28 am »

That's not the formula.
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Re: Adjustable Health Levels
« Reply #31 on: February 21, 2011, 01:57:24 am »

VC

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Re: Adjustable Health Levels
« Reply #32 on: February 21, 2011, 02:07:07 am »

Quote from: ?
?
??

?.
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Re: Adjustable Health Levels
« Reply #33 on: February 21, 2011, 03:09:22 am »

Entropy-Soldier

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Re: Adjustable Health Levels
« Reply #34 on: February 22, 2011, 06:39:35 pm »

VC is talking about the formula used in the original GE, which is:

Basedamage x1.3^-handicap = damage

except for +10 and -10, which for whatever reason the developers set to be "basedamage x0.1 = damage" and "basedamage x10 = damage" respectively

Though, to be fair, GE really didn't have a formula for calculating handicap damage multipliers, just correlating presets.
« Last Edit: February 22, 2011, 06:47:33 pm by Entropy-Soldier »
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VC

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Re: Adjustable Health Levels
« Reply #35 on: February 23, 2011, 10:44:38 pm »

Here's how homeboy does it in Live and Let Die:

def goldeneye_handicap(hc):
   return 2.0 ** (float(hc) / 3.0)

126% at 1, 1008% at 10.

You might choose to think that there is solid reasoning behind this exact expression, and choose to follow its example.
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Re: Adjustable Health Levels
« Reply #36 on: March 08, 2011, 10:53:33 pm »

So more like this (ignore the variable being USER_HEALTH)

Code: [Select]
                        if not self.USER_HEALTH == 10 or not self.USER_HEALTH == -10:
                            player.SetDamageMultiplier(1.3 ** (-1 * self.USER_HEALTH))
                        elif self.USER_HEALTH == -10:
                            player.SetDamageMultiplier(10)
                        else:
                            player.SetDamageMultiplier(0.10)

VC

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Re: Adjustable Health Levels
« Reply #37 on: March 09, 2011, 02:07:29 am »

I would use my formula, but if you insist on being silly, at the least I would change the tests to stop being so damn ugly.

if self.USER_HEALTH <= -10:
  ...
elif self.USER_HEALTH >= 10:
  ...
else:
  ...

This does not assume, as your expression did, that the handicap level won't somehow escape ±10, and naturally clamps it while letting the normal range fall into its branch without that nasty (and at a casual glance, fucked-up) and partially-redundant test.
« Last Edit: March 09, 2011, 02:10:12 am by VC »
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"As for VC's scripts they have not broken the game at all, in fact the game has never felt better." -- KM
"(03:12:41 PM) KM: I would call you a no life loser, but you are useful"
"(03:12:59 PM) VC: Go ahead.  I am, and I am."

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Re: Adjustable Health Levels
« Reply #38 on: March 09, 2011, 09:13:48 pm »

I would use VC's formula, it's more consistent with regards to the higher values.

If you want to use the original formula, though, i would advise only allowing 1-4 and 10 to be selectable as handicap values; as opposed to the entire range of 1-10.
« Last Edit: March 09, 2011, 09:15:27 pm by Entropy-Soldier »
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