TUESDAY, 11 MAY 2010 BY EARL (SIGNET)
After looking at the finer details of Player – Creature (NPC) combat and damage bonuses I have decided to make alterations to the cut down script.
Yes I know it isn’t even finished yet!
So what’s gonna change?
To put it simply, the script for calculating the damage a weapon does to the tree will be altered to include one new element: WEIGHT
The reason this wasn’t considered last week was because other systems that use the same variables used by the Felling system were not 100% agreed on. An example would be the creature damage system. Sharpness of a weapon is fine until you are attacking creatures. In Annor, the base damage a weapon does is literally take as just that – base damage. On top of that are the weapons stats and the players skill etc which are not part of the NWN2 engine. Sharpness would then be applied as additional damage.
Great – until you start using a hammer, or a staff etc. This is where weight will come in. Sharper, lighter weapons will balance off against blunter heavier ones. This evening I will be adjusting the maths to take the weight into account. Lucky for me, weapons don’t really get much lighter with use. Usually.
TAGS: felling, skill maths, skills
POSTED IN Character Skills | NO COMMENTS »
THURSDAY, 6 MAY 2010 BY EARL (SIGNET)
So, election night in jolly old England.
While the polling stations do their maths, I have been slamming my head on the desk doing my own. Felling system for the lumberjack skill group. In short, the most pain in the ass group of sums ever.
Finally, I have them figured out. And here is brief example of how they work:-
Skill Effectiveness
((Skill Level x 6 )+ Skill Level %) + 1d6 (Luck Roll)
Chop Deduction
Edge Hardness – Wood Hardness x 10% of Max Felling Level (Original level of points until tree falls)
100 – Skill Effectiveness % of Previous sum result.
Wood Damage
2% of tree wood – Skill Effectiveness
And that is only half of it…
TAGS: felling, lumberjack, skill, skill maths
POSTED IN Character Skills | NO COMMENTS »
SUNDAY, 17 JANUARY 2010 BY EARL (SIGNET)
Well last night we ran through several different systems for determining how the level system works for Skills. We have decided upon a very basic code to begin with which may be perfect but it will be subject to change after testing if we think its too big a pain in the ass. In fact, there is one quirk to the system that hasn’t been implemented with the current sum and that is a bonus for working on your highest skills (specialising). The figures have already been worked out but I haven’t decided if its a good idea to add them in to the system.
I am now going through the process of adding the database functions to the game. All that is really required now is for the sum to be inserted into a function which does all the maths and boots out the final exp value. We will not be showing the skill levels to your characters directly. Instead there will be skill level names. Some names will span several levels.
Once these scripts are finished (which really shouldn’t take long) then we will be able to start proper work on our first skill systems.
TAGS: skill maths
POSTED IN Character Skills | NO COMMENTS »