Ideas:chad3f:CombatSystem: Difference between revisions

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By defining items (and REntity's) as sets of strengths and weaknesses, different combinations of items/opponents may have different outcomes. For example a lowly heavy club or mid-atk hammer may do more damage to creature with hard scales than a traditionally high atk sword would, because the impact does the damage instead of the slicing of the sharp blade. So a scaled creature would be vulnerable to impacts, but less to cutting.
By defining items (and REntity's) as sets of strengths and weaknesses, different combinations of items/opponents may have different outcomes. For example a lowly heavy club or mid-atk hammer may do more damage to creature with hard scales than a traditionally high atk sword would, because the impact does the damage instead of the slicing of the sharp blade. So a scaled creature would be vulnerable to impacts, but less to cutting.




=== Entity Definitions ===

A primitive list of properties might be:


wood_sheild
* Absorb
** impact: 9


bronze_shield
* Absorb
** impact: 13


club
* Inflict
** impact: 10
** slash: 0


short_sword
* Inflict
** impact: 15
** slash: 20


In this example, a club at full force used against a wood shield would have most of it's impact absorbed. The remaining amount would be applied to the rpentity and it's properties. After that reduction, anything left would be translated to damage.


''TBW..''


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Other pages
Other pages
* [[Ideas:chad3f|Skills System]]
* [[Ideas:chad3f:SkillsSystem|Skills System]]