src.MaxHealth=100+(50*src.Level)+(src.True_Stamina*8)
D=F-src.Defense//F is either the intellect or strength depending on type of attack
var/damage=((D+2)*(M.Level+rand(1,5)))
if(damage<0)
damage=0
src.Health-=damage
ID:160595
Aug 16 2008, 7:32 am
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Im trying to create a more in depth damage system that depends on several variables. The players have several variables these being the ones that effect damage (Strength, Defense, Intellect, and Agility). But I want the attacks to get stronger as they level up. So Ive found that I cant get it with the right math to make an even system to prevent 1 hit kills or take forever to kill someone. Im looking to make it around 10-15 direct hits to kill something of the same level. this is my current code for Health and the damage
src.MaxHealth=100+(50*src.Level)+(src.True_Stamina*8) D=F-src.Defense//F is either the intellect or strength depending on type of attack |
Aug 16 2008, 9:20 am
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Personally, I like the formula (attack-defense)+attack_damage. It's simple, yet effective. If that still does too much damage, you can offset it by using (attack-defense)/offset+attack_damage. Remember to round it, though! If you use this formula, remember that the total damage can end up being less than the attack damage.
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In response to Jeff8500
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And that it can also end up being negative (healing).
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In response to Kaioken
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He had if(damage<0) damage = 0 in there, so that wouldn't be the case :P
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In response to Jeff8500
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It's still a thing 'to remember', regardless. :P
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