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ManApart edited this page Mar 19, 2021 · 1 revision

Combat

Should be reworked to use new body system - Is this already done?

Attack command groups 0 vs 1 - make tests

  • Mock Player?

Thoughts and Description

Battle commands (attack, defend etc) allow a hand to be specified or default to the hand that has the weapon with the most damage etc for that skill

Battles take place at different distances (knife, sword, lance, bow). Combatants can step closer or further back during their turn.

Each attack is given a target position: (high-left, mid-right etc). Combatants can use dodge (jump, duck, left, right) to temporarily adjust their position. They can also use block to block a specific position (the shield passively blocks the slot it's equipped to).

When an attack lands it picks a body part from the target position. If there are no body parts in the target position, it looks for one from any of the adjacent slots. Full damage is done to a slot at the attack target position, and half damage is done to a slot in adjacent positions.

Damage is assessed by getting the slots at a specific position and then working through each layer of equipped armor on that slot. Each layer subtracts its defense from total damage done. The leftover damage detracts the combatant's health.

Armour has critical percents. A critical is a hole in the armour where armor damage is ignored.

Balanced weapons are things like swords and daggers. Weighted weapons are things like maces, axes, and hammers.

What if every action takes action points and you can take a turn every time you have 0 or more action points. Wisdom effects how many action points you get back every battle tick. So slashing with a dagger takes 2 action points, while swinging a war-hammer takes 50.

Battle Skills

  • Archery
  • Block
  • Dodge
    • Crouch left
    • Jump right
  • Large Balanced Weapons
  • Large Weighted Weapons
  • Small Balanced Weapons Left Handed
  • Small Balanced Weapons Right Handed
  • Small Weighted Weapons Left Handed
  • Small Weighted Weapons Right Handed

Charts

Stat Effects

Stat Effect
Agility how long an action takes
Strength how much the attack does
Encumbrance how long an action takes
Perception chance of critical
Wisdom how often someone can choose an action

Attack Types

Command Speed Damage Focus
Slash Fastest Lowest Quick Strikes
Stab Fast Low High Critical
Chop Medium High Consistent Damage
Crush Slow Highest High Damage

Turn Walk Through

Each Turn

  • Increase combatants AP by their wisdom level until one person hits 100
  • Combatant choose an attack or any other command (AP reset to 0)
    • Equip item - instant
    • Use Item - instant
    • Dodge - takes time
    • Approach/Retreat - takes time
    • Block - takes time
    • Attack - weapon size + weapon weight + encumberance - agility
    • Wait - instant and keeps AP point at 100
  • Weapon Size + weight + encumbrance percent determines number of turns taken to deliver the attack
  • Each action drains stamina. The heavier the weapon the more stamina drained for an attack, the more encumbered the more stamina drained per movement
  • Without enough stamina the combatant can’t do anything
  • A Combatant can rest to recover stamina points

Other

  • Boss that you fight by climbing, hitting, getting thrown off, taking fall damage, repeating
  • Attack direction should use previous target
  • Individual health for body parts, can't use parts that don't have health?
  • slash should attack all objects within weapon range of root object

Maybe attack listeners delegate to battle to be told if to execute or not. Battle either stores them and re-fires them after start cost / time it takes to attack, or it fires them itself when its time? Or break out into Attack Start and Attack commands.

  • add distance to target position
  • what if targeting a body part targets that position within the location, and hits whatever is in that position

Flee stops combat, combatants stay in location (for now) Every target within a location can have an x,y,z position

  • If a target doesn't have the alive property (is an activator) and health reaches 0, instead of dying, the activator/item is destroyed

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