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TODO
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162 lines (116 loc) · 2.91 KB
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Melee Combat:
Range Combat:
Magic Comabt:
AttackableUnit
{
virtual int AttackSpeed() const;
virtual int NumberOfAttacks() const;
virtual int AttackRange() const;
virtual int ArmorClass() const;
}
Character
{
int strength_;
// Only used for str of 18
int percent_str_;
int intelligence_;
int wisdom_;
int dexterity_;
int constitution_;
int charisma_;
}
Character CreateNewCharacter()
{
}
Base Movement - based on armor!:
12" - Nothing, Leather, Elven Chain
9" - Banded, Chain, Padded, Ring, Studded
6" - Plate Mail, Scale, Splint
^^
Magic Armor - Next Higher Base Movment -- Half weight
Armor Class:
Large Shields + 1 to AC
Basic to Comabt:
While Still Fighting:
Determine Init per person
Generate list of who goes first (init + weapon speed)
Go through the list of Units and determine their action
Repeat
1: Determine surprised
2: Determine Distance
3: Figure out Initiative
4: Handle Round
5: Figure out resultures per side
6: Continue each round by initative until one party fless or dies
Initative = 1d6 + weapon speed
Lowest = First to go
If more then 1 attack, attack after everyones first attack.
Breaking Off From Melee:
Allows attack one free attack action (such from the rear)
Attack From Flank:
Negagte Sheild Bouns
Attack From the Rear:
+2 to hit, negate shield and dex bonus
Attack to a stunned, prone, motionless opponets:
Same as rear attack expect +4 to hit
Magically Sleeping/Held:
Automatically Hit, and max damage possible
WHAT DO I NEED PER THINGS:
- AttackSpeed
- ArmorClass
- DexterityBouns // Special cases for flanking/rear attacks
- ShieldBouns // Special cases for flanking/rear attacks
- Health
- WeaponRange
Size Speed
--------------
Tiny +0
Small +3
Medium +3
Large +6
Huge +9
Gargantuan +12
Need to know about ENGAGED creates... ie. if a create leaves an engagement the other gets a free attack (maybe?)
Maybe this should just be a check every time a character attempts to move.
ie. Move from cell 0,0 to 0,1 but there was a creater in 1,0 who now gets a free hit
Attack
Weapon
name
cost
damage
damage_large
speed
Main Battle Loop/Engament:
while StillFighting():
Generate list of attacks for the round (NEED TO DO THIS PER ROUND) <---- Need a list of both sides
GroupOfUnits const& group1, GroupOfUnits const& group2
int group1_init = d6.Roll();
int group2_init = d6.Roll();
struct UnitInitative
{
int speed_and_init;
Unit::Ptr unit;
};
Units/Monsters Stats:
Special Defenses/Magic Resistances
Copper = c.p
Silver = s.p
Gold = g.p
Electrum = e.p
platinum = p.p
10 c.p = 1 s.p
20 s.p = 1 g.p
2 e.p = 1 g.p
1 p.p = 5 g.p
200 c.p = 20 s.p = 2 e.p = 1 g.p = 1/5 p.p
Class Starting Gold
--------------------
Cleric 3d6 * 10
Fighter 5d4 * 10
Mage 1d4+1 * 10
Thief 2d6 * 10
In World TODOS:
Wander - Rest
In Combat TODOS:
Attack - Defend - Spells
Move - Bag - Run