StendhalRefactoringRP: Difference between revisions

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imported>MiguelAngelBlanchLardin
imported>MiguelAngelBlanchLardin
Line 28:
==Combat==
Combat right now works as follows:
# We compute the ''risk'' to hit the target, using their ATK and DEF attributes-
# If risk>0 then we compute how much damage the target recieved.
 
The formula looks like:
<pre>
risk to hit = 2 * source[ATK] - target[DEF]+ roll 1D20 - 10
 
if risk to hit > 0:
attacker forpart = 0.8 * (roll 1D100 / 100) * source[ATK]^2 +weapon times4 do:* weapon
maxdamage = 0.8 * damagesource[ATK]^2 =+ damage +4 roll* 1D6;weapon
defender part = 0.6 * (roll 1D100 / 100) * target[DEF]^2 + 1.5 * shield + 2 * armor + helmet + boots
 
for target[DEF]+shield+armor times do:
damage = damage - roll 1D6;
 
damage = ((attacker part - defender part) / maxdamage) * (maxdamage/10)
damage = damage / 4
</pre>
 
See that it is very important the ATK and DEF value, but that you can also get big improvements using weapons, armors, shields, etc...
This formula is not nice because the effect of weapons is linear, when it should be something exponential.
A improvement in weapon should be clearly noticeable.
 
===Range combat===