## wiki fix for power definitions

I just tried out Flare and can't believe how awesome it is. I was feeling nostalgic for Nox and Flare really scratched the itch.

I was looking through the wiki (https://github.com/clintbellanger/flare-engine/wiki/Power-Definitions) to see how mods are coded and noticed that the definitions for lifespan and speed don't seem to be consistent with what happens in the game. Here is what the wiki says:

**lifespan**is the number of frames the hazard exists for**speed**is the number of map units per frame the hazard(s) traverse.

This doesn't make sense according to what I'm seeing in the game. For example, in the fantasycore powers.txt, Shock has lifespan 24 and speed 16. According to the wiki definitions, that would give it a range of lifespan * speed = 24 * 16 = 384, when actually the range in-game seems to be about 12-13 map tiles. Is it possible that speed is really the number of map units *per second* (instead of *per frame*), given that there are 30 frames per second?

Can someone familiar with the code verify the correct definition of lifespan and speed for powers?

joined 10 years 2 days agoIt looks like outdated documentation, AND you may be looking at an older version.

We tried making it a bit easier. Here's the current Shock values via

https://github.com/clintbellanger/flare-game/blob/master/mods/fantasycor...

lifespan=800ms

speed=16

I think speed is tiles per second. And each tile is now one unit square (1.0 x 1.0). So Shock will now travel 0.8 seconds * 16 tiles/second = 12.8 tiles total distance. A much more sensible calculation.

In the high res art I'm working on, the tiles will also be 1 square meter. So e.g. tiles per second will be the same as meters per second.

joined 5 years 2 weeks agoThanks for the quick response, Clint.

As for which version I was looking at, it's the 0.19 version for Windows which I downloaded from the Flare homepage, not your most up-to-date repository version.

joined 10 years 2 days agoFor the previous versions, each tile was represented by a grid of 64x64 discrete integer positions. So a distance of "384" means 384/64 = 6 tiles. We changed over to floating point positions to add flexibility at various tile resolutions.