For example there's a wizard-type enemy that temporarily debuffs your max health by 50%, and the effect can stack if you get hit more than once. But what happens if you pick up a permanent health boost item while the debuff spell is on you? You gain the normal health boost, then it multiplies itself when the wizard's spell expires; you can can go from 100 to several thousand HP in seconds and there's basically no limit.
In any other game this would be considered a bug and patched out in the next update. NOT NOITA, motherfucker. You're almost required to do things like this for a lot of the end-game optional content.
- Player has a stat of 100
- Wears "+10%" helm
- Player has a stat of 110
- Removes helm, game subtracts 10%
- Player has a stat of 99
Actually, now that I think about it more, that wouldn't work as described above because once your stat got close to zero you'd enter a kind of Zeno's Paradox situation.
How would that be one of the easiest mistakes to make? There are no operations for working with percentages, nor is it a thing you'd want to do.
To make that helm work as you describe, you'd need to multiply the stat by 1.1 when equipping the helm and then by 0.9 when deequipping it. But at that point you've lost any justification for making the mistake; those are just two random numbers that don't cancel each other out. It's not like you're adding a number in one place and then erroneously subtracting that same number somewhere else.
(Also, these are very strange multipliers to use this way, because they can never produce exact results. You're bound to see rounding errors if you insist on update-when-equipping and update-when-deequipping instead of recalculate-stats-when-equipment-changes.)
GetItemChange(curVal, percentBoost) { return curVal * PERCENT_BOOST; }
eqipVal = val + GetItemChange(val, percentBoost);
// ... later...
unequipVal = val - GetItemChange(val, percentBoost);
Edit: I see there's Realmz source code on GitHub.[1] Although I can't see anything that'd cause the specific bug PlunderBunny mentions (they did say 'early versions' so maybe it was fixed), this is the kind of thing I mean re old games and "random numbers". This is part of the Wear method for equipping items: if ((item.sp1 > 59) && (item.sp1 < 100))
c[character].condition[item.sp2] = 0; /**** neutralize condition ***/
if (item.sp1 == 122) /******** item adds attacks **********/
{
c[character].attackbonus += item.sp2;
}
if ((item.sp1 > 19) && (item.sp1 < 60)) /******* adds condition *****/
{
if (c[character].condition[item.sp1 - 20] > -1)
c[character].condition[item.sp1 - 20] = 0;
c[character].condition[item.sp1 - 20] += item.sp2; /**** make condition[sp1-20] = sp2 ***/
}
if (item.sp3) /******* adds special ability *****/
{
if (item.sp3 < 0)
c[character].special[abs(item.sp3) - 1] += item.sp5;
else if ((item.sp3 < 16) && (item.sp3 > 0))
c[character].spec[item.sp3 - 1] += item.sp5;
else
partycondition[item.sp3 - 30] -= abs(item.sp5);
}
if (item.sp4) {
if (item.sp4 < 0)
c[character].special[abs(item.sp4) - 1] += item.sp5;
else if ((item.sp4 < 16) && (item.sp4 > 0))
c[character].spec[item.sp4 - 1] += item.sp5;
else
partycondition[item.sp4 - 30] -= abs(item.sp5);
}
}
[1] https://github.com/Realmz-Castle/realmz