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» SmaugMuds.org » Codebases » SmaugFUSS » Switching targets in combat?
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Switching targets in combat?
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* #1 Oct 22, 2005, 12:22 am
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GatewaySysop
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Hey all,

I've been adjusting a few things in the combat system to make it a tad more realistic, doing things like hits with no damage ( "Your <attack> is deflected by $n's <skin|armor>";) and so forth.

My latest pursuit is dealing with how the combat sequence works with multiple attackers (or targets, depending on which side of the dagger you're on). From what I've seen of the stock system, the first person to get into it with, for example, a mob, is the only person the mobile will hit. They beat each other until one dies and then whoever is still standing moves on to the next target and the cycle continues.

I'd like to change this up somehow by allowing the victim to switch targets if facing multiple attackers. It would, for example, make a lot more sense to me if you started carving up some other poor sucker once you stunned your current target. As for what would take priority, I don't know, perhaps level or something, but I would like some amount of randomness in it so that tanking is addressed, at least to some degree.

As far as existing anti-tanking schemes go, I think that those switching from the tank to the lowbie, while they curb tanking, really slap realism in the face. I mean really, does anyone in their right mind turn a blind eye to Goliath until they finish mashing harmless David into the ground, just because he has a lower level? :wink:

Anyway, back to my question. What have people done with this sort of stuff, either in SMAUG or anywhere else? What kinds of systems have you seen that you liked / disliked and why? I'd like to get some input from others on this before I try and hammer something out.

Any and all insight would be appreciated! :tongue:


       
Post is unread #2 Oct 22, 2005, 1:22 am
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reaplo

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I played on mud a when I first started mudding they have a target mobname
it works while in battle so any melee or magic would be directed at that mob
Maybe a chance to hit other mobs while targeting would be nice maybe reduced
damage to hits like that also maybe a chance to miss all together cause you collided
with an additional mob, hurt yourself?
About the armor deflection thats an excellent idea how does wearing something make
monsters miss you? A miss could be if they would have 'missed' if you were naked(with spells)
And deflect could be 'miss' with armor.
also please see my post on dloyal if your good with coding
       
Post is unread #3 Oct 22, 2005, 5:54 am   Last edited Oct 22, 2005, 5:55 am by Remcon
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Remcon
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As far as this goes, I've seen it done in lots of ways.
Normaly people like tossing in the anti-tanking code which makes it attack the lowest person around etc...
I've also seen some that would make it switch to who ever does the most damage since in all reality the one
that hurts the most is probably the best one to get out your way first lol.
So its pretty much up to you on how you want to go about doing this sort of thing.
       
Post is unread #4 Oct 22, 2005, 10:20 am
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GatewaySysop
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reaplo said:

I played on mud a when I first started mudding they have a target mobname
it works while in battle so any melee or magic would be directed at that mob
Maybe a chance to hit other mobs while targeting would be nice maybe reduced
damage to hits like that also maybe a chance to miss all together cause you collided
with an additional mob, hurt yourself?
About the armor deflection thats an excellent idea how does wearing something make
monsters miss you? A miss could be if they would have 'missed' if you were naked(with spells)
And deflect could be 'miss' with armor.
also please see my post on dloyal if your good with coding


Meh. In brief I started with Seven(?)'s Natural AC snippet and went from there. I didn't like how it had a generic messsage about hitting without doing damage, particularly because you couldn't say if you were stopped by armor or tough skin (entirely possible with spells like stone skin, demon skin, etc.).

Using his calculation of "natural AC" based on your stats, it becomes possible to exceed your calculated natural AC if you have enchantments or bonuses to AC without having to have armor (e.g. above mentioned spells). I wrote up a function, basically a mish mashing of some ideas from new_dam_message and the damage function itself. Just like the damage function, it'll pick a random armor location for the "hit with no damage" if someone hits natural AC but misses current AC. If you're wearing armor there, you get the message about your armor deflecting the blow, otherwise you get the skin message. What's really neat is when you pull this setup into the projectile hit as well as the one hit stuff.

It's possible to get things like:

"Your arrow is deflected by Surtur's skin."

and

"Your armor deflects Surtur's blast."

and

"Surtur's blast is deflected by Gatewaysysop's armor."

I think it adds a bit to the game play this way, but maybe that's just me. In the future I'd like to have it pick the wear slot PRIOR to going to the damage function (it's the other way around in stock) and then decide on whether or not you hit, hit with no damage or outright miss that particular slot. That's a project for another day though. :alien:




       
Post is unread #5 Oct 22, 2005, 10:23 am
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GatewaySysop
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Remcon said:

As far as this goes, I've seen it done in lots of ways.
Normaly people like tossing in the anti-tanking code which makes it attack the lowest person around etc...
I've also seen some that would make it switch to who ever does the most damage since in all reality the one
that hurts the most is probably the best one to get out your way first lol.
So its pretty much up to you on how you want to go about doing this sort of thing.


Hmm. I like the idea of switching to the attacker doing the most damage. I think maybe combining that with the ability to switch attackers if your current target is stunned would be a good place to start. Thanks for the suggestions! :smile:


       
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