Maths

paul_one
Hmmm, anyone know Maths here?

I know ITID doesn't :P ... So I'm hoping for replies from these people:
Alex,
Slayer,
Erm, that other guy who recently came back - actually could be slayer.... from the older boards....

..... hahaha, I know Ste's gonna reply :wink: ....

Anyway, it's about turning a weapon's price into a relative strength... Thi is NOT, I repeat NOT to do with Quest/ASL - but purely mathematical converting one amount into another...

Now I was thinking that a straight line-graph (X=Y) would be really stupid because it would give a quite expensive weapon an impossible amount of power and a very weak weapon very little power... So I was thinking about either # (1-X) + N = Y # or # (1 / X) * N = Y # o that you get a rounder curve and it means there's a sharp rise either at the beginning or end... Preferably the beginning... Oh yeah, and were I put X I would also put X^2 or X^3 or whatever...

Now I can't remember the graphs offhand, but am guessing the 1/X one never reaches 1, goes through zero - kinda like the tan graphs?
And the 1-X graph is just a negative graph of the X...

Erm, also, what do you think of natural log (logarithm)? Which is somewhere between X^2 and X^3 (if you didn't know)...

I don't want the weapon's too far apart but not too close either....
Maybe a simple line but steeper? X/2, X/3 ??

Oh, and just to stop me writing out a PM or whatever... Alex:
I haven't been on ICQ so my account's probably been deleted... I also lost your account anyway - so, would you please add me to your MSN list - or give me your contact? I would like to chat sometimes, but never really bother to ask... You don't have to - and you're quite within reason to quote: "Screw you hippie!" :D , just an idea - that's all!

Alex
Try something + something / X^n. Increasing n will mean the drop off will be quicker. Start with n=2. That would rise as X increases but would level off for larger X. You could try values of n < 2 as well. I suggest you just play with some formulae and plot them in Excel or something until you get the shape you want.

Anonymous
Wouldn't be easier just to assign weapons their strength according to what they are? If you use a function correlating it with price, you may come out with wierd results. For example, lets say a simple axe is 20 gold, but a sword is 40 gold. Well, it doesn't really make sense to say that an axe does less damage than a sword. I would actually consider just assigning damage to each weapon yourself, unless you're planning on having like 30 different weapons in the game, which would, in my opinion, be outrageous. Just my 2 cents worth.

Anonymous
I wrote that last post. Sorry, I forgot to put my username with that last post.

Cryophile
Why don't you just log in iamdaman13?

I think you should be able to figure out a formula... Alex had some good advice. It's mostly trial and error.

paul_one
Number 1) 30 Weapons isn't that many.
Number 2) *I* will... This is a private project so I don't want to cause more work for the person I'm doing this for... I just want to achieve something.

EDIT:
Thanks Alex - I might just do that...

iamdaman13
I'm sorry if I offended you. I don't want to cause any problems for you. :(

paul_one
Eh - I was in a crabby mood I guess...

Jordan
Can you do math at all in QDK? Or just by handcoding?

GameBoy
of course. QDK sometimes requires a little bit of code, and you need to calculate some things in the code to get a result, like a dice roller.

like... i dunno... rand(1;10) or whatever the darn thing is (it's been a while... again...)

Jordan
Most people, instead of using decrement/increment variable, set the numeric variable to %variable name% +5 or whatever.... can you do %variable name% x5? I'll try that sometime today...

Alex
Use %variablename% * 5 for multiplication.

Jordan
Can you divide, too? Maybe the / button on the keypad, since that is for the calculator?

Alex
Yes... but I'm sure you could have found that out for yourself in the time it took you to type that message!

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