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![]() [DELETED] Likes to put dots on paper
Registered 08/12/2008
Points 118
 
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11th December, 2008 at 16:31:25 -
I'm working on a combat engine for my new project. I'm trying to plan things out as carefully as possible before jumping onto MMF and trying to add things as I go and resort and redo coding, I'd rather know exactly what I want and therefore I can design a system which allows for me to do so and possibly add later on.
I'm still working on paper, and I have a few questions.
How well does MMF handle using many flags, global values and alterable values? I'm thinking that actively, when you are in combat mode (not 24/7 while playing), I could be checking and calculating up to;
15-20 global values
10-12 alterable values and 5 internal flags per enemy.
I will remind you these values are not being called on constantly during gameplay, only as you engage opponents (up to 5 maximum I think, unless MMF handles excellently and I can increase that).
I have some basic formula to calculate damage given/received. They are somewhat like this;
damage = weapondamage + (weapondamage x (strength/100))
My problem is not the formula, (though it will likely change) that was an example; my questions are
- Does MMF round up values? In what way? How can I use this and/or avoid using this?
- Will I have trouble storing those decimal values in global values or alterable values in objects?
Of course what is visible to the player will be whole integers, I just want to know how MMF handles decimal values in case I need to take advantage of that.
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 traugott.simon
Registered 23/08/2008
Points 91
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13th December, 2008 at 11:23:36 -
Hi!
mmf2 doesnt have any problems handeling values. I have to say, i dont know this for global values because i never really used them that much, but alt.values and flags are no problem.
My enemy AI is very complex, so i used every single value and flag possible but that was not enough. i had to create an invisible object following the enemys, just to have the possibility to store more values.
I never had any problems with that, no slow down even with multiple enemys at once.
And i used many complex formulas, depending on how strong a weapon is, how strong the defence level of each enemy is.......
No, mmf2 doesnt round up values.
greets
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![]() [DELETED] Likes to put dots on paper
Registered 08/12/2008
Points 118
 
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13th December, 2008 at 14:21:38 -
That's excellent, thank you for your reassurance.
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