Combat

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Going to post combat rules as they are put into the game.

Contents

[edit] Weapons

  • Currently weapons include tohit values for slash/stab/bash. If you are familiar with 2.0 you will know that each attack behaves differently and that will happen with this game.
  • Damage range is the same as it was. Values setup for dice plus a hit value.
  • Slash/Bash will have percussion (landed) damage versus armor resistance

[edit] Armor

  • Currently tohit values for slash/stab/bash. Will be used against the values for weapons.
  • Armor resistance for percussion (landed) damage. Mauls will work wonders against light armor, but not as much with heavier armors

[edit] Mobs

  • Mobs can have base tohit values for unarmed defense/offense. These values will be overridden when an object is equipped.

[edit] Combat Animation and Physics

Plan is to have combat animation in 1/10 second increments (if possible, this all rides on being possible) and having collision detections for landing hits (dodge and others will still come in play somehow), but in general you will need to be at least facing your target and hopefully combat animation can be in sync with weapon speed. This might or might not be possible, but it is an idea. Currently combat is in 1/10 ticks and weapons are setup in that speed range.

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