StendhalRefactoringRP: Difference between revisions
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imported>Danter |
imported>Danter |
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| Line 38: | Line 38: | ||
if risk to hit > 0: |
if risk to hit > 0: |
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attacker_part = 0.8 * (roll 1D100 / 100) * source[ATK]^2 + 4 * source[ATK] * weapon |
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maxdamage = 0.8 * source[ATK]^2 + 4 * weapon |
maxdamage = 0.8 * source[ATK]^2 + 4 * weapon |
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defender_part = 0.6 * (roll 1D100 / 100) * target[DEF]^2 + 4 * target[DEF] * shield + 2 * target[DEF] * |
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armor + target[DEF]* helmet + target[DEF] * legs + target[DEF] * boots |
armor + target[DEF]* helmet + target[DEF] * legs + target[DEF] * boots |
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damage = (( |
damage = ((attacker_part - defender_part) / maxdamage) * (maxdamage/source[ATK]) |
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</pre> |
</pre> |
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| Line 59: | Line 59: | ||
So a nice formula would be: |
So a nice formula would be: |
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<pre> |
<pre> |
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range_damage = damage * ( actual_distance / max range of weapon ) |
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if |
if actual_distance < min_range: |
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damage = damage / 20 |
damage = damage / 20 |
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if |
if actual_distance > max_range: |
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damage = 0 |
damage = 0 |
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</pre> |
</pre> |
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| Line 70: | Line 70: | ||
<pre> |
<pre> |
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attacker_part = 0.8 * (roll 1D100 / 100) * source[ATK]^2 + 4 * source[ATK] * (weapon + arrow) |
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maxdamage = 0.8 * source[ATK]^2 + 4 * (weapon + arrow) |
maxdamage = 0.8 * source[ATK]^2 + 4 * (weapon + arrow) |
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range_damage = damage * ( 1 - (actual_distance / max_range) ) + ( damage - damage * ( 1 - (min_range / max_range) ) ) |
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* ( 1 - (actual_distance / max_range) ) |
* ( 1 - (actual_distance / max_range) ) |
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</pre> |
</pre> |
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