It is currently Mon Dec 18, 2017 9:33 pm


Post new topic Reply to topic  [ 10 posts ] 
Author Message
 Post subject: Problem with self-polymorph spells
PostPosted: Fri Sep 21, 2012 12:11 am 

Joined: Wed Nov 30, 2011 6:03 am
Posts: 8
When the self polymorphing spells end they leave the player with the exact amount of hitpoints as the form he had. That means the player can't safely polymorph into lower hp creatures since returning to normal form will give him less hitpoints than before.

Is this intended? Wouldn't it be better if the player's hp when the form ends was relative in percentage to the hp he had in his form at that time.

Polymorphing into a lower circle low level form is already risky since you will be off with lower hp during the form. Is it necessary to punish using those spells even further?


Top
 OfflineProfile  
 Post subject: Re: Problem with self-polymorph spells
PostPosted: Sun Sep 23, 2012 9:34 am 
Site Admin
User avatar

Joined: Mon Oct 12, 2009 2:30 am
Posts: 232
Good point.
There are forms that give you more hitpoints (like Dragon) and forms that give you less (like bat).
So probably it would make sense to adjust the hitpoints accordingly when one switches back to normal.

here the part of the code that affects lifepoints:

Code:
  If PlayerHasCurse(PlayerID, #CURSE_CHICKEN)
    actual_maxlife = 1
  ElseIf spell_active(#SPELL_BATSHAPE)
    actual_maxlife = spieler(playerID)\MaxLifepoints / 3
  ElseIf spell_active(#SPELL_BIRDSHAPE)
    actual_maxlife = spieler(playerID)\MaxLifepoints / 3
  ElseIf spell_active(#SPELL_CATSHAPE)
    actual_maxlife = spieler(playerID)\MaxLifepoints / 2
  ElseIf spell_active(#SPELL_DRAGONSHAPE)
    actual_maxlife = spieler(playerID)\MaxLifepoints * 3
  EndIf


we have to make sure that it can't be used to regain lifepoints with switching a a form with less hitpoints and just switching back.
We have to come up with formula to do this the right way.


Top
 OfflineProfile  
 Post subject: Re: Problem with self-polymorph spells
PostPosted: Sun Sep 23, 2012 6:15 pm 
User avatar

Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
Well, yes and no. :P
If we allow relative HP amount with transition back, then one may heal a lot by transforming, healing and turn back.
So then black mages get a back door to powerful healing via the bat spell for example. As all healing will triple in effect this way.
Might be still acceptable though.


Top
 OfflineProfile  
 Post subject: Re: Problem with self-polymorph spells
PostPosted: Mon May 20, 2013 2:46 pm 

Joined: Tue Apr 16, 2013 7:03 am
Posts: 12
I don't know if this still applies, but this makes the bird and bat transformations seriously underpowered if they require a healing after they are over. I think it would be best to keep transformation hp and regular hp separate.


Top
 OfflineProfile  
 Post subject: Re: Problem with self-polymorph spells
PostPosted: Mon May 20, 2013 4:37 pm 

Joined: Sun Nov 25, 2012 7:58 am
Posts: 56
The solution seems simple enough. When you transform, take the percentage of your remaining HP and apply it to the transformation. When the transformation ends, again apply the percentage of remaining HP (of the transformation), and apply it to the standard form.

Example:

HP: 18/30

I transform into a bat (HP/3). My HP becomes 6/10. Let's say I'm at 8/10 HP when the spell expires, this would become 24/30 HP.

I don't see this getting abused much because its too mana-expensive to transform into a bat/bird to triple, or cat to double, the effectiveness of healing items. Not to mention, if you need to be healed, transforming into something with a fraction of the health is risky in the first place!


Top
 OfflineProfile  
 Post subject: Re: Problem with self-polymorph spells
PostPosted: Tue May 21, 2013 8:39 am 
User avatar

Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
Well , as I said: probably acceptable.
The shapeshifting spells are not overpowered, and still won't be with that.
Keeping the relative HP amount would then of course make healing weaker when used on forms with boosted HP.
Same as it is with negative gains e.g.: damage:
More effect on reduced HP forms, less impact for boosted ones.

Unlike the healing spells, the shape shifts have to casting limit, still one has to use some healing too. It just gets empowered.
Also any player who comes up with this tactic will probably be happy for feeling clever. And entertainment is of course the global goal of games.


Top
 OfflineProfile  
 Post subject: Re: Problem with self-polymorph spells
PostPosted: Wed May 22, 2013 8:01 am 

Joined: Sun Nov 25, 2012 7:58 am
Posts: 56
Maybe add in that transformation spells can't be canceled before their natural duration ends? Or, maybe give each form its own spell list, and then remove the ability to cast your own spells or consume healing items?

I really don't see cutting my health in half/thirds when I'm hurt to be an efficient way to heal, it seems more like a way to die quicker. I'm not likely to use those forms regardless (exceptions: Bat form when I have no other way to cross water safely, or a form that gives map-granting Sight when I don't have anything better). Dragon is good for obvious reasons, and Wolf is good because it has no drawbacks, just buffs. The rest are just kind of there...


Top
 OfflineProfile  
 Post subject: Re: Problem with self-polymorph spells
PostPosted: Wed May 22, 2013 8:53 am 
User avatar

Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
Well, cat form gives bonus damage against rats and mice. :lol:
Mostly useful for sneaking though.


Top
 OfflineProfile  
 Post subject: Re: Problem with self-polymorph spells
PostPosted: Thu May 23, 2013 1:13 pm 
User avatar

Joined: Thu Nov 11, 2010 12:38 am
Posts: 161
Location: Norway
Doesn't Bird Shape avoid iron bars and various traps? I wonder if you can fly past teleport fields as well. That would be very useful.

_________________
Lost Labyrinth Developer
Check out my other game: Egoboo


Top
 OfflineProfile  
 Post subject: Re: Problem with self-polymorph spells
PostPosted: Sun Sep 15, 2013 3:53 am 

Joined: Wed Jun 27, 2012 2:34 pm
Posts: 48
what about giving every shape form an own hp bars?
this bar full fills and replaces the user's former hp bar, and hard to heal (bats absorbs dark magics, dragon eats sulfur, etc.). when the shape form ends (like use up it's hp, or time up), the user turns back to human form and gets back his former hp bar.

this gives shape form another useage: to block fatal damage.

or give earth magic a 9999-HP gargoyle form to block all damage for 1 turn?


Top
 OfflineProfile  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 10 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
GuildWarsAlliance Style by Daniel St. Jules of Gamexe.net
Guild Wars™ is a trademark of NCsoft Corporation. All rights reserved.