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Re: Re: [Adonthell-devel] Combat related thoughts


From: Nils Fohrbeck
Subject: Re: Re: [Adonthell-devel] Combat related thoughts
Date: Mon, 17 Mar 2003 12:12:25 +0100

Programmers playground <address@hidden> schrieb am 16.03.03 15:57:57:
> 
> On Sun, 16 Mar 2003 03:03:10 +0100 Nils Fohrbeck wrote:
> 
> > Could not we make this into :
> > 
> > Weapon: deal 15 damage
> > also (if oponent is undead) kill on the spot
> > 
> > this would make things easier. we could just say all the effects on a
> > weapon do stack, so in this case the undead would be double dead :) 
> 
> Well, in fact it is more like you describe it. However, it is no single
> stack. Instead, each weapon has its own stack. Also there is the case
> where the next damage object will be determined dynamically.
> 
> 
> But that gave me an idea. Obviously we would need a description of a 
> weapon, especially what damage it does and how much. Each damage object
> could contain a description, like "Physical (%min - %max)" or "Renders
> the opponent unconcious for %time minutes". So when displaying the
> weapon info, you'd just go through the stack or list of damage objects
> and print their description. That way, a weapon's description would
> always be accurate, no matter what the player does with it (inscribing
> runes, enchanting it, etc ...).
> 

Yes, that is right. We could split the description in half. One part is derived 
from the stats (just the way you described it), while the other part is some 
kind of custom text like: this is the sword you found in the old house. It 
glows in strange colors and is 45777777789056 years old....




> 
> I am currently about to implement things, but I am not at all sure how
> to do it properly. Guess it will still take some time (and possibly some
> rewriting) before it works as expected. You'll hear from me once I have
> something.
> 
> Kai
> 
> 
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