Can these two attributes be added so that items can have more attribute range?:
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hp_regen_percent | HP restored per minute altered by percentage.
If greater than -100% (e.g -25% is the result of 100% HP Regen (default) with -125% HP Regen) this would eat away at existing HP pool as 'HP degeneration' (until the HP pool is exhausted and stops at 0% HP). This would be like reverse HP regen (in which positive HP regeneration stops at 100% HP), and or that it is called 'HP degen' which stops at 0% HP.
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mp_regen_percent | MP restored per minute altered by percentage.
If greater than -100% (e.g -25% is the result of 100% MP Regen (default) with -125% MP Regen) this would eat away at existing MP pool as 'MP degeneration' (until the MP pool is exhausted and stops at 0% MP). This would be like reverse MP regen (in which positive MP regeneration stops at 100% MP), and or that it is called 'MP degen' which stops at 0% MP.
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Existing Flare Attributes: ( https://github.com/flareteam/flare-engine/wiki/Attribute-Reference )
hp_regen | HP restored per minute
mp_regen | MP restored per minute
hp_percent | Base HP altered by percentage
mp_percent | Base MP altered by percentage
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These two additions of hp_regen_percent and mp_regen_percent would greatly help my case for I am trying to make items that make it harder to cast powers over a long combat time but not limit the powers themselves. So that if a player wears a certain type of armour they can use their abilities but it will not be efficient to do so over a long period of time. I can do this properly by having 'hp_regen_percent' + 'hp_regen_percent' attributes be available to add to items. For example I could have a Heavy Plate Cuirass have -15% MP Regen and that would force the player to think about what combination of items would best suit their play style.
Sounds like a reasonable request. There's actually some bugs with negative regen right now, so this would be a good opportunity to fix them.
Also is it possible to make percentiles be registered in more fine detail by adding in another decimal place like +1.5% HP Regen or +2.6% MP or -10.2% MP Regen?
This way when a game has many item type slots on a character and many types and categories of items and tiers of items (and or powers) the game can go farther, be more intuitive with less number bloat (as in who can really feel +753% verses +75.3%?) with more choice and still have deep meaning in how the player builds their character.
So say you have 10 main armour slots in the game and each armour piece of an armour set gives +1% HP alone, but if say for every piece in the set there is an added 0.5% bonus per item or if you get 3 out of 10 that is +4.5% HP or if you have 7 out of 10 that is +10.5% HP or 10 out of 10 that is +15% HP.
Giving an extra decimal place of detail with the percentile system adds a whole lot of depth in the ability to add for refined and powerful but reasonable choices for the player to tinker with.
Was this ever implemented / added to 1.13 features? I was poking around and looking around and going over some key engine parts I was looking for to see if they implemented / progress tracking and this came up. I noticed that Fractional stat values and Arbitrary definition of resources (e.g. HP and MP) were on the 1.13 list : https://github.com/flareteam/flare-engine/milestone/12 and I noticed that this https://opengameart.org/forumtopic/enemygrouprequireslevel-enemygroupreq... was worked on for 1.13 https://github.com/flareteam/flare-engine/commit/535d35dc47e7d3e4db5772b... although I am not finding anything about hp_regen_percent and mp_regen_percent for 1.13 although I might be not looking in the right spots or if not I hope to ask for more information on this potential feature.
I had mentally lumped it in with this issue, but it's really something separate.
Instead of just adding hp_regen_percent and mp_regen_percent, I did some thinking on how we should handle such percentage-based bonuses and opened a new issue. I think it will be better in the long run.
Thank you for your careful work and dedication :-). I wrote a rather quite large reply on the new feature page for Percentage bonuses to stats at https://github.com/flareteam/flare-engine/issues/1786#issuecomment-94802...