These are chat archives for FreezingMoon/AncientBeast

20th
Jun 2016
Cong
@cxong
Jun 20 2016 09:47
For #874, hypothetically if uncle fungus attacks/is attacked by an ally, should toxic spores still take effect?
Dread Knight
@DreadKnight
Jun 20 2016 09:48
well
it could work on allies, I recall you can attack low health ones to try to deny them
so it would make sense if they don't heal, that would help with the deny
had a feeling you might ask this xD
Cong
@cxong
Jun 20 2016 10:32
When should toxic spores expire? I noticed if an enemy attacks uncle fungus, the debuff goes away as soon as the turn ends
Dread Knight
@DreadKnight
Jun 20 2016 10:32
oh, they should last indefinitely
and stack from both scenarios
Dread Knight
@DreadKnight
Jun 20 2016 11:10
ffs, think the merge did a mess
Dread Knight
@DreadKnight
Jun 20 2016 11:17
@cxong make sure you pull, had some commits on my own for Uncle Fungus.js file - make sure it looks legit xD
need to make sure to not work on the same files as others next time, meh
Cong
@cxong
Jun 20 2016 11:51
what's the difference between stats and baseStats?
Dread Knight
@DreadKnight
Jun 20 2016 11:51
hmm
I can only guess
one is probably altered, the other one is default; comes in handy to have a copy like that
shouldn't both be stats?
Dread Knight
@DreadKnight
Jun 20 2016 11:53
like knowing movement points or maximum health
that link confirms what I said I think
Cong
@cxong
Jun 20 2016 11:53
so if baseStats.health is 10, but stats.health is 20
is that possible - max health temporarily increased?
Dread Knight
@DreadKnight
Jun 20 2016 11:54
well, Uncle Fungus can't increase his own maximum health
make sure to add a space between the arguments of that function xD lel
Cong
@cxong
Jun 20 2016 11:55
so baseStats should be identical to stats?
Dread Knight
@DreadKnight
Jun 20 2016 11:55
anyway, there will be effects from attacks that will lower maximum health for example or movement
initially they're identical, but then the unit gets influenced by effects
and it's very handy to know the default (base) stats as well
need to make that effects UI priority for 0.3
Cong
@cxong
Jun 20 2016 11:57
ok; so if health = 10, stats.health = 20 and baseStats.health = 30
heal(15) will result in health = 25
but heal(25) will result in health = 20
Dread Knight
@DreadKnight
Jun 20 2016 11:58
um
there's current health, there's base maximum health and there's modified maximum health
similar stuff happens with movement and energy as well, as they tend to get depleted and replenished
usually having a slash in-game in the unit card, showing current/max
Dread Knight
@DreadKnight
Jun 20 2016 12:03
your example is kinda weird anyway
not making much sense to me xD
Cong
@cxong
Jun 20 2016 12:06
well it's just that if stats.health (modified maximum health) is lower than baseStats.health (base maximum health), it can lead to a situation where healing for a greater amount will actually result in less health gained
because the cap health point is checking against one but using the other to apply the cap
Dread Knight
@DreadKnight
Jun 20 2016 12:06
so it's a potential bug
Cong
@cxong
Jun 20 2016 12:06
I think that code should refer to stats.health in both the if condition and body
Dread Knight
@DreadKnight
Jun 20 2016 12:06
perhaps
:)