Change attack power?

Messages are moved here (should anyone ever want to see them again) once they are no longer applicable to the current version (e.g. suggestions that have been implemented or bugs that have been fixed).

Moderator: George Gilbert

Forum rules
Please read the Forum rules and policies before posting.
Post Reply
User avatar
Sophia
Concise and Honest
Posts: 4240
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Change attack power?

Post by Sophia »

I'm not sure how RTC internally calculates the damage done by a weapon, but I get the idea that weapons do have some internal "attacking power" statistic. Perhaps this could be made viewable and editable in the next version?

It'd help to get a more exact feel for the power of the different items, and to create cloned items with a greater degree of power (An arrow even better than a slayer, for example)
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

Attack power is a combination of the weapons weight and the attack method. There's nothing intrinsic about the weapon itself (other than the weight).

To get a better cloned weapon you need to create a new attack method for it (which you can't currently do, but I'm working on :wink: )
User avatar
Sophia
Concise and Honest
Posts: 4240
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Post by Sophia »

What makes a slayer better than an arrow, then?

They are the same weight, and both use the SHOOT_ARROW attack method.

Or is the answer that a slayer is really not better than an arrow, and it's all a psychological trick? :wink:
Tom Hatfield
Ee Master
Posts: 688
Joined: Mon May 07, 2001 7:00 pm
Location: Indiana, USA
Contact:

Post by Tom Hatfield »

I would imagine the Shoot Arrow method is different for regular and Slayer arrows, despite that they have the same name.
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

Slayer has a special hidden property that increases its damage...
User avatar
PaulH
Ghastly gastropod
Posts: 3763
Joined: Wed Aug 07, 2002 10:27 pm
Location: Level 6

Post by PaulH »

This would explain my fondness for the stone club!
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

PaulH wrote:This would explain my fondness for the stone club!
Indeed! The weighting given to the weight of weapons (as it were) was a bit too strong. Although it worked well for "normal" weapons giving a reasonable range of damage between (say) a dagger and a sword, for objects outside of the normal range of weights (like the stone club) it went a bit awry - I've toned it down a bit for V0.35.
User avatar
PaulH
Ghastly gastropod
Posts: 3763
Joined: Wed Aug 07, 2002 10:27 pm
Location: Level 6

Post by PaulH »

Luckily there was no 'Giant Sledge' (a weapon on Bane of the Cosmic Forge) that weighed a mighty 45kg! That would have been fun to use!

Are you planning to use a method where you can hide the weapons attack strength? (rather than use its weight?). ADGE for CSBwin was quite useful for this and I found it to be of enormous benefit in making weapons.
User avatar
Sophia
Concise and Honest
Posts: 4240
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Post by Sophia »

George Gilbert wrote:Slayer has a special hidden property that increases its damage...
This is the very thing I was asking to make editable in the first place. :wink:
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

For V0.35 you can now create your own attack methods and assign them to monsters / weapons. Specifically, this means:

- The displayed name (e.g. "SHOOT" or "BASH" etc)
- The action it takes (e.g. fire an arrow or hit infront for damage etc)
- The type of experience given (e.g. fighter, ninja etc)
- The minimum characters level required for the method to be available.
- The damage level it does
- The energy drain it takes
- The recovery time required afterwards
- The noise made.
User avatar
PaulH
Ghastly gastropod
Posts: 3763
Joined: Wed Aug 07, 2002 10:27 pm
Location: Level 6

Post by PaulH »

Excellent! This is going to be great to play with!
User avatar
Ameena
Wordweaver, Murafu Maker
Posts: 7517
Joined: Mon Mar 24, 2003 6:25 pm
Location: Here, where I am sitting!
Contact:

Post by Ameena »

Ooh, Paul - Light Sabres!! ;)
______________________________________________
Ameena, self-declared Wordweaver, Beastmaker, Thoughtbringer, and great smegger of dungeon editing!
User avatar
Sophia
Concise and Honest
Posts: 4240
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Post by Sophia »

Very cool :shock: :D
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

By the way, the "action it takes" is pretty wide ranging. For example, one of the possibilities is to create any new object with any strength (this could either be any spell, like a fireball, or an object - for example you could have an attack method that spits out flying daggers).

Also all the strengths of all the actions are customisable (for example, you can create a range of attack methods each with different degrees of freeze life etc).

I'm sure you all will be able to think of better examples :wink:
User avatar
beowuuf
Archmastiff
Posts: 20687
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

Very, very cool!
User avatar
TheMormegil
Adept
Posts: 213
Joined: Thu Apr 10, 2003 10:23 am
Location: Wales

Post by TheMormegil »

This is excellent news :lol:
It should allow some really fun ideas to be realised.
Although it will be sad to see the weapon weight mechanism go,
fighter training with a stone club is noticeably faster.
If you use a custom made weapon with a really heavy weight it is
REALLY fast :)

BTW will it be possible in v 0.35 to have a shooter produce potions above level 1?
Is the release of V0.35 far off?
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

1) Weapon weight is still a factor in determining the damage done. The damage level option above is more like a modifer for physical attacks (although it's actual damage for things like fireballs).

2) Shooter - not sure, I'll have a look

3) No idea ;-)
User avatar
Sophia
Concise and Honest
Posts: 4240
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Post by Sophia »

One fairly easy way to do it, to avoid having to change the dungeon format very much, is to have the strength of the shooter determine the strength of the potion. :)
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

Sophia wrote:
George Gilbert wrote:Slayer has a special hidden property that increases its damage...
This is the very thing I was asking to make editable in the first place. :wink:
OK - all that is now editable too.

Specifically all the "bonus" modifiers for levels (fighter etc), stats (health etc), attributes (strength etc) together with other internal stuff (luck etc) and an attack power modifier that applies on top of the damage done by the attack method (as used by slayer etc).
User avatar
Sophia
Concise and Honest
Posts: 4240
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Post by Sophia »

Yay! :D
Post Reply