Author Topic: Attribute System  (Read 12647 times)

Nightborn

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Attribute System
« on: November 19, 2007, 06:09:03 pm »
Inventing a new attribute system:

Strength
Dexterity
Wisdom
Intelligence
Constitution

Default value is 10, you can select to lift one by one point per DK.

why? simply because atk/def is too simple. you might want a highly intelligent character rather than a brute.
of course, you will have fewer atk/def, the calculations are:


a) SPEED
Your speed rating = 1/2 * dexterity + 1/4 * intelligence + 2.5



b) DEFENSE

your defense will be = 1/4 * wisdom + 3/8 * constitution + 3/8 * speed -9 + misc defense points



c) ATTACK

your attack will be = 1/3 * strength + 1/3 * speed + 1/6 * wisdom + 1/6 * intelligence -9 + misc attack points



Note that there will be a dmg formula later on, I will do this step-by-step as this is a rather radical change.

Values get rounded naturally (up to 0.49999999 down, rest up)

Note that this will effect forest/pvp/all fights.

You will see your REAL attack points in the stats, not the misc points. =)

Currently the system is not implemented, but will be shortly.
I finished it yesterday, but still needs testing.

@Charm ---> already there, I'll keep the current system

@Wisdom --> I know, rarely used, but there will be different stuff to use it... ;) i.e. if you have an item system you can make items you are unfamiliar with are not usable or so...

@Intelligence -> I suggest you make your bonus points on newday will be "Standard Bonus" + 1 per every 12 Intelligence Points... So you can have tons of use points... because you are so smart and make efficient use of your specialty...
It should be fixed, but it won't be easy and it won't be fast. If you want
to help - wonderful. But keep in mind that it will take months of wading
through the ugliest code we have in the tree. If you've got a weak stomach -
stay out. I've been there and it's not a nice place.

   - Al Viro

Patti

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Re: Attribute System
« Reply #1 on: November 26, 2007, 05:17:55 pm »
nice Idea

---

nette Idee , hoffe hier ist es nicht so schlimm mal deutsch zu schreiben :)


Nightborn

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Re: Attribute System
« Reply #2 on: November 30, 2007, 05:47:32 pm »
well, thanks.

it is yet to be tweaked and will face the first field test on the legendofbleach.com
Plain English would be better, for only a few people there is no need for a German forum.


---

danke,

muß noch ausbalanciert werden und wird den ersten Test auf dem Bleach server haben morgen.
Einheitlich Englisch wäre besser... für ein paar Leut lohnt kein Deutsch-Forum.
It should be fixed, but it won't be easy and it won't be fast. If you want
to help - wonderful. But keep in mind that it will take months of wading
through the ugliest code we have in the tree. If you've got a weak stomach -
stay out. I've been there and it's not a nice place.

   - Al Viro

coolgames

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Re: Attribute System
« Reply #3 on: December 02, 2007, 04:29:02 pm »
I saw that nb
attribute system is looking GREAT in LoB

Harthas

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Re: Attribute System
« Reply #4 on: December 12, 2007, 12:19:06 am »
Nice idea.

I was working on something like this for the 0.9.7 too, but stopped a while ago because of a lack of time... And because I wasn't sure about a balanced formula ^^

Maybe I could "lend" me this one here? ;-)


Nightborn

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Re: Attribute System
« Reply #5 on: December 16, 2007, 02:49:00 am »
be my guest. These came right out of my head, and I have no experience how they work with more than a handful of DKs.

if you will, Legend Of Bleach is currently the first one to use this.

this is only the first step.
I built in physical-resistance and will then also let buffs/damage be elemental.

the fight system is currently under complete revision, first rewritten to OOP and then altered.
It should be fixed, but it won't be easy and it won't be fast. If you want
to help - wonderful. But keep in mind that it will take months of wading
through the ugliest code we have in the tree. If you've got a weak stomach -
stay out. I've been there and it's not a nice place.

   - Al Viro

Harthas

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Re: Attribute System
« Reply #6 on: December 19, 2007, 12:40:04 am »
Sounds nice.

But I think that I'm going to take D&D as a base for the calculations.


An OOP battle-system was my dream... But unfortunately I'm not very good at OOP, so I left it for some weeks oder months *g*

I can't wait for your system.You really do some nice work ;-)

Nightborn

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Re: Attribute System
« Reply #7 on: December 19, 2007, 12:56:16 pm »
^^ it will be like D&D on the inside... though not the same calculations.

then we would have license issues ;) I guess.

the attributes are okay, but the formulas will  be different.

also, the battle system WILL be OOP, is currently in progress.

you can then calculate the battle like you want, a simple edit =)
It should be fixed, but it won't be easy and it won't be fast. If you want
to help - wonderful. But keep in mind that it will take months of wading
through the ugliest code we have in the tree. If you've got a weak stomach -
stay out. I've been there and it's not a nice place.

   - Al Viro

Harthas

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Re: Attribute System
« Reply #8 on: December 20, 2007, 06:22:32 pm »
Unfortunately, I can't adapt your battle-system into 0.9.7... Licences are some kind of bad thing sometimes ;-)

But never mind, If I could, I would.

Nightborn

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Re: Attribute System
« Reply #9 on: December 22, 2007, 11:34:40 am »
Eliwood might adapt it, no big deal.

the system, written by US, has copyright by us =)
so we can re-release it
It should be fixed, but it won't be easy and it won't be fast. If you want
to help - wonderful. But keep in mind that it will take months of wading
through the ugliest code we have in the tree. If you've got a weak stomach -
stay out. I've been there and it's not a nice place.

   - Al Viro

Harthas

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Re: Attribute System
« Reply #10 on: December 22, 2007, 11:25:00 pm »
I didn't mean it because of ability-loss, but because of the licence.
May I would be able to adapt it by myself... Who knows xD

Orogan

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Re: Attribute System
« Reply #11 on: December 23, 2007, 05:25:43 pm »
I am going a bit off topic but how are you remaking the battle system?

Nightborn

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Re: Attribute System
« Reply #12 on: December 25, 2007, 07:38:22 pm »
first, 1.1.1.0 is the current one... I am currently bugfixing & balancing the graveyard fights.

then, remake like going OOP.

then, a rewrite to allow additional attacks easily, maybe put later range in (weapons) and possibly immunities and different attack types (elemental, magic, bludgeon, piercing...)
It should be fixed, but it won't be easy and it won't be fast. If you want
to help - wonderful. But keep in mind that it will take months of wading
through the ugliest code we have in the tree. If you've got a weak stomach -
stay out. I've been there and it's not a nice place.

   - Al Viro

Orogan

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Re: Attribute System
« Reply #13 on: February 14, 2008, 09:18:26 am »
Very nice

Kala

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Re: Attribute System
« Reply #14 on: August 10, 2008, 07:41:34 am »
One thing I've found.

I have a module that resets dragonpoints and dragon kills every 200 dk's, when the dragonpoints and dk's are reset, the attributes that they spent their dragonpoints on are still carried over.  Not 100% sure this is intended.  Previously, wiping the dragonpoints, reset their atk/def and other spends to 0, so they didn't carry over that 200 dk point, instead all went back to 0 extra.