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shennetsind avatar shennetsind commented on June 28, 2024
  • I think it is much necessary
  • not sure what exactly you mean (anything on your mind you could use as a example?)
  • yeey o-o question would this be added in the current format or you intend on libconfig'ing it?
  • sounds awesome

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gepard-me avatar gepard-me commented on June 28, 2024

About no.2
I mean extracting parts of huge functions responsible for a specific task within that function, especially if they can be found in other places. For example battle_calc_weapon_attack, battle_calc_magic_attack and battle_calc_misc_attack share some common lines (eg determining attack element) that could and should be moved to separate function.

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MishimaHaruna avatar MishimaHaruna commented on June 28, 2024

In no.4, how would those function pointers be assigned to? How would you make it know i.e. that the function extra_effects_for_the_foo_skill() belongs to the skill NV_FOO when loading the skill database, thus it must be assigned to its entry?

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gepard-me avatar gepard-me commented on June 28, 2024

I didn't consider moving that particular information to the database yet. So they would be assigned in some sort of load_default_extra_effects(). Consider, for example, a function to calculate skill damage ratio. For most skills this would be set to a function that fetches appropriate value from skill_db (default approach), but for several skills with unique damage ratios, pointers would be initialized to unique functions. I don't see much problem with that approach though. I didn't plan to make it customizable with db file only; it looks to me more like a job for plugin.

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MishimaHaruna avatar MishimaHaruna commented on June 28, 2024

Okay, sounds good then. I was worried about excessive amounts of symbols requiring to be defined, in case you wanted to make them assignable (i.e. by function name) directly from the skill_db.

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