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I kinda understood what you meant about the mHP and the Agi modifiers that were sorta left out. I has a solution to it that only slightly changes the data structure that *should* work, but it will limit some options. Since they are so few and far in between, the solution is to add another property that remaps an unused stat (unused modifier or stat change) to the mHP and the AGI. If I were to do that, the item would lose the ability to add to that stat, but then again, it might be worth it. After all, most armors don't have an attack bonus and most weapons don't have have anything to do with defense by themselves.
Though, I've gotta wonder why the "Minerva" is listed twice. One that doesn't modify mHP and one that does.
[...]If you can be more elaborate about how your structure would work, and what sort of edits I would need to make, I can consider it. Are you suggesting swapping out unused attribute slots for each specific item that affects mHP and AGI?[...]
Got it. This will be yet another thing that I'll have to keep at the back of my mind when it comes time to programming the battle sequences.At the moment, I'm going to spend some time putting in most of the textual and statistical data for things like place names and enemies.EDIT: Under the "bestarium" section, would you further explain what each entry is supposed to mean? I mean, some of it's clear-cut and some of it really isn't. A better explanation of "rank" would be good.