Comments (5)
- 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
from hercules.
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.
from hercules.
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?
from hercules.
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.
from hercules.
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.
from hercules.
Related Issues (20)
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from hercules.