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 Entire forum ➜ Area Editor ➜ General ➜ Algorithms of battles

Algorithms of battles

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Posted by Magnefikko   Poland  (38 posts)  Bio
Date Sat 31 Dec 2005 12:27 PM (UTC)
Message
Hello!I hawe a non-typical problem.

Pleas,get me a Battle Algoritm in Smaug...
It is wanted for installation of value of MOB's me.
E.g.:

A=Z+S+K10
B=Z+S+K10
If A>B
B[HP]-(A[S+Z]-B[A+Z]

A-Player 1
B-Player 2
Z-Skill
S-Power
K10- Drawn by lot number 1-10
A-Armor

Help me:-)

Five'o clock-wisky and tea :-)
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Posted by Zeno   USA  (2,871 posts)  Bio
Date Reply #1 on Sat 31 Dec 2005 06:26 PM (UTC)
Message
If you're looking to change the way damage is done, you'll have to do that in the code, and not areas.

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Magnefikko   Poland  (38 posts)  Bio
Date Reply #2 on Sun 01 Jan 2006 07:40 AM (UTC)
Message
You has not apprehended I Zeno.
I am that not want to change algorithm battle only inform.
It is wanted me because I is wanted to orientate in combat values of MOB's-When I will know algorithm of battle for I simple this installation of value of MOB's be.
Now I fail to establish optimal values of cakes simply
:-)

Five'o clock-wisky and tea :-)
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Posted by Zeno   USA  (2,871 posts)  Bio
Date Reply #3 on Sun 01 Jan 2006 05:12 PM (UTC)
Message
You're right, I don't understand.

Could you be more clear?

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Nick Gammon   Australia  (23,173 posts)  Bio   Forum Administrator
Date Reply #4 on Mon 02 Jan 2006 01:20 AM (UTC)
Message
It is difficult to tell, but I think he is asking what is the battle algorithm, so he can design his mobs accordingly.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Dralnu   USA  (277 posts)  Bio
Date Reply #5 on Wed 04 Jan 2006 04:19 PM (UTC)
Message
If you're trying to work on how damageis done, look in fight.c. That handles 99% of the fight system (I think the rest is in magic.c and skills.c for spells and skills respectivly). As for designing mobs, your best bet would be to get a few people (or your own, take your pick), and test them out. I used to play one mud where they would spawn a new mob in the middle of a town where people hung out and everyone just took a whack at him, to see if it would die or not, and tweak it accordingly, or trans people into the room it is in and let them fight it. You can read through code, sit there and do the math on damage, health, programs, ect., but in the end you still have variable H - the human factor, so best bet would be to play around with making them (if you're making low level areas, might try keeping the hp to something similar to the player hp of the same class, and try to avoid using big programs. Try to mimic the players themselves, but without massive programs to make them play themselves as if they were actual players, if you understand what I'm talking about)
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