Hi Ian, this seems like something that could make the game more interesting. The first option where a unit does 5% more damage than its original damage makes more sense since it would deal the same amount of damage to a unit regardless of its health. The "all" keyword for all damage types could be useful, but just a question: lets say the unit deals 2 physical damage and 2 magic damage and you specify health_protect=1|all, would it protect against 1 of each damage type or 1 over all, in other words would the unit lose 3 health or 2 because it removes 1 physical damage but also 1 magic damage? And about the range, you could use a colon if punctuation is preferred, but it doesn't really matter, any character would be fine. R does actually make sense since you're already using D for dice, so nevermind. On 1/12/13, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote: > Hey all, > > I wanted to throw out a few quick thoughts I have on randomized numbers. > > First, a chance_of_success= flag seems like it should only take a > percentage. > Does anyone agree or disagree? > > I think the cost flags should remain solid numbers. Solid meaining > unrandomized. > > Now for inflict, restore and protect. > All of these will work basically the same way they have in the past > except there will be 4 different ways of supplying numbers. > 1 A solid number like health_inflict=10 > 2 A range like health_inflict=5-10 > 3 A dice roll like health_inflict=2d6 > The 2 is the number of dice and the 6 is how many siders are on each die. > 4 A percentage like health_inflict=30% > On inflict and restore this will inflict or restore that percentage of > the target's total health points. > On protect it will reduce the amount of damage taken by that damage type > by that percent. > > I think that modifier flags such as health_inflict_mod= will also > support these 4 types of numbers. > There is a question about what the percentage number on a modifier such > as health_inflict_mod=5% means. > Does it mean that the original inflict amount deals 5% more damage? If > so how does that work with damage types since even a health_inflict_mod= > flag always requires a damage type. > I guess it could just adjust that damage types damage by the 5%. This > could be further helped by me adding a keyword of all that can be used > in place of a damage type to specify you want it applied to all damage > types. > Such as health_inflict=5%|all versus health_inflict=5%|magic > Or does it mean that the initial damage is dealt and then we add 5% of > the target's health to the damage? > I'm leaning towards the first option. > Cost modifier flags will remain solid numbers. > > What do you guys think of this idea so far? > > Also, I have a small issue that for ranges it seems natural to use a > dash to indicate a range, but that would make it confusing to supply > negative numbers. > One would think I could use something like a comma or pipe to separate > them but then certain flags are already using those such as inflict that > let's you specify multiple numbers and specify damage types for each. > So that leaves me with something like using the letter r in the middle. > Such as health_inflict=5r10 > R makes a bit of sense for range as we are using D for dice. > > Any thoughts? > > Ian Reed > > >