Simply Stat-tastic

posted in A Keyboard and the Truth for project 96 Mill
Published February 08, 2005
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So last night I took the stats that I computed and moved them into thier respective .sprite XML files.

I was pleased with the results, it provided a good spread of easy characters, mediums and hard ones.

Given that all the enemies are using the same graphics at the moment, it is hard to feel the awesome diversity that is 16 different enemy types ;), hopefully we will get those all rendered soon =)

I have known for quite some time, a little flaw in our battle-system, in the way that protection is used.

example1: One character hits another

//get the attackers damagedam=attacker.GetMeleeDamage();//get the defenders protectionpro=defender.GetProtection();//substract protection from damagedam-=pro;//cap to 0if(dam<0)dam=0;//apply the damagedefender.lifePoints-=dam;


Now when I first wrote this it all seemed well and good, however it poses a problem. Mainly if an enemy has a protection level higher than the damage you can do to them with any given strike, then you can never hurt them, no matter how much you swing =)

So a better system would be to use a 'Protection Damage Accumulator'

example 2: Usage of the PDA(gah damn acronyms)
//get the attackers damagedam=attacker.GetMeleeDamage();//get the defenders protectionpro=defender.GetProtection();//add dam to pdapda+=dam;//if we have been hit to the max of our protectionif(pda>=pro){//reset the pdapda=0;//apply the damagedefender.lifePoints-=dam;//cap to 0if(dam<0)dam=0;}

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0 likes 2 comments

Comments

Rob Loach
I have a Pocket PC.
February 08, 2005 10:03 PM
EDI
lmfao...

i knew it, i knew it!

damn acronyms!

when i implemented it however,

i used

m_proDamAcc

since m_pda makes it seem too important,

sort like m_iff (identify friend/foe)

*shrug* lol
February 09, 2005 07:45 AM
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