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From: Timothy C. <ax...@zi...> - 2002-05-07 02:17:01
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Hi Katran, Thanks for the input on the battle system. Because phpRPG is web-based, a player's real-time status could only be shown after a refresh (either just reloading, or any other links/actions). To be able to scale the battle system into a multiplayer context (eg a party vs another party), I would like the maths and design to be combat-based rather than round-based. That is, ROUND-BASED > Player A initiated a battle with Player B! > Player B first attacks with his dagger, inflicting 10 HP damage to player A. > Player A attacks with 2H sword, inflicting 15 units of damage! > Player B attacks with dagger, inflicing 4 units of damage! > Player B attacks with dagger, missed!! > Player B attacks with dagger, missed!! > Player A attacks with 2H sword, CRITICAL!, inflicting 30 units of damage! > Player B is dead. Player B will not necessarily be dead in one round (if the number of attacks have been set limited), but by using ticks, influenced by the player's attributes (ie speed, weapon, etc), this situation would be out of control when the combat involves Player C. COMBAT-BASED What I propose at this stage is to have all the maths worked out on a combat-based context. Attacks are still in real time and player attributes are still influencial. What is used is a delay factor. Similar to maths involving movements I presented earlier, a player is responsible for each click they make. When a player attacks or counterattacks, a delay is calculated depending on the character attributes, weight or class of the weapon. That number of seconds of delay is added to the current timestamp. Until the character is recovered from the delay, he or she cannot do most of the things, including moving around. 1. When Player A engages on a combat with Player B, depending on Player B's personal setup, B can opt-in to counterattack A. 2. If that's the case, then depending on the speed and weight of the weapon, we work out who hits who first. (This would be critical for the final hit to death.) 3. Then the Katran formulae may apply on the faster and slower attacks. 4. Delay of each player is worked out and applied. This is a rough sketch of the idea, a lot more details can be involved here but framework is the best I can think of so far. Does this make sense to you at all? Regards, Tim |