Devving an entirely new game?

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MaximumZero
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Posts: 11
Joined: Sun Aug 29, 2010 3:04 am

Re: Devving an entirely new game?

#16 Post by MaximumZero »

I appreciate the linkage. It's shiny.

Edit: Also, I was looking through the weapons file and I think I understand most of it...I think. The only thing I don't get is:

combat = {
dam = resolvers.rngavg(8, 14),

under each weapon. This one was taken from Iron Greatsword. What does this define?

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Devving an entirely new game?

#17 Post by yufra »

MaximumZero wrote:I appreciate the linkage. It's shiny.

Edit: Also, I was looking through the weapons file and I think I understand most of it...I think. The only thing I don't get is:

combat = {
dam = resolvers.rngavg(8, 14),

under each weapon. This one was taken from Iron Greatsword. What does this define?
Each weapon is given a combat table (the curly brackets). This table can contain a few variables that the game recognizes, first is "dam" for damage. The "resolvers.rngavg(8, 14)" is a way of telling the game to assign a random number to the damage for each different weapon (the exact randomness I am not sure, my guess is a value between 8 and 14). You can also find "dammod" which is itself a table that tells the game how fraction of a specific stat to add to the damage, for example "dammod = {str = 0.7}" would add 70% of the strength to the damage of the weapon.
<DarkGod> lets say it's intended

MaximumZero
Yeek
Posts: 11
Joined: Sun Aug 29, 2010 3:04 am

Re: Devving an entirely new game?

#18 Post by MaximumZero »

Oh, cool, thanks. Knowing that's going to make things a world easier.

Next question is: Is there any way to make a weapon either one handed or two handed based on play style? In my game, swords like the Katana, the Arming Sword, and the Scimitar can be held either way, with a bonus for using them two handed (but losing the ability to hold a shield or a second weapon.)

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Devving an entirely new game?

#19 Post by yufra »

Well one way to handle this would be to have a second combat table, name it combat_two_handed or something. Then you can add a check in-game for this second table when using a weapon, and if that table exists you then also check to see if the off-hand is free. If it is free then you assume the weapon is being wielded with two hands and use the combat_two_handed table instead of the combat table. Does that sound good to you?
<DarkGod> lets say it's intended

MaximumZero
Yeek
Posts: 11
Joined: Sun Aug 29, 2010 3:04 am

Re: Devving an entirely new game?

#20 Post by MaximumZero »

That sounds really good...but it also sounds out of reach for now. Mind you, I haven't learned any code at all yet. I start classes on Tuesday. So, it might take me a while before I can even think about attempting something like that.

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