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Combined all of the basic stats modifier - #3621
Crepestrom wants to merge 95 commits into
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This reverts commit a52aad2.
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https://www.desmos.com/calculator/evdonhlker |
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But clamping it makes no sense. -100% should not be reachable, just like +∞. |
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its been seperated |
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The motivation is to reduce an explosion of different modifier types once more stats are introduced for armor and accessories.
I actually have a hot counter-take for you: Move the fance names into the name, and leave only the numbers in the tooltip |
While it should work fine I'm English, how will it work with translation into languages that require different adverb suffixes depending on the "sex/gender" (idk the proper language term translation) of the item? Obviously I have an example in Polish. While example is in Polish and one might say that's a weird language, I am pretty sure there are other languages with tricks like this that will make translation of procedural names quite tricky, especially declarative translation. |
I would expect a linear growth, exponential only when modder creativity is involved, and for the latter I doubt we can avoid it. |
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i think the reason we use this scaling is because |
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though honestly that doesnt sound that bad as you have a weak pickaxe |
At some point language writers have to get creative. Maybe you can say something like Pickaxe of Power (google translate turns that into Kilof Mocy/Łopata Mocy not sure if that is anything you'd actually say). Or maybe we'll need to find ways to incorporate some of these specialties when they arise. Either way, Cubyz as a game will be english first, we have enough other stuff to worry about right now.
Linear growth, but the factor will get quite high, and we already have 4 with just multiplicative and good at/bad at. I'm sure at some point we want additive/subtractive, that's 6 modifiers for each property, and they all need unique IDs too, I think this will be a nightmare. |
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that could be a cool feature for materials to have |
IntegratedQuantum
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I approve of this from a technical standpoint, though I would like to still get some more opinion on whether it should have parenthesis or not. I'll make a poll on discord for this.

Fixes: #3611
increases maintainability of the code as you do not need to modify 8 basic stat modifiers in the same exact way
Breaks many addons that use the old system of modifiers
Also negative and positive modifiers are combined instead of being applied seperatly
eg: a +50% durability and -50% durability modifier will cancel out to +0% durability instead of -25% durability (75% of total durability)
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