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Combat woes
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Post is unread #1 Apr 17, 2012, 8:11 pm
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Disgaeamud
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I've changed the game to have the max stats go up to 20,000. So I maxed myself out and the game gets more benefit from me having 60 str than having 20000. I tried poking around finding how I could get the game to accept the larger numbers but everything I did just ended up in more bugs :headbang:

Maybe approaching the combat code should of been the last thing to do, but I just wanted to make some real changes :cry:
       
Post is unread #2 Apr 18, 2012, 6:41 pm
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Disgaeamud
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Anything I could look at? Suggestions?
       
Post is unread #3 Apr 19, 2012, 7:36 am
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Aurin
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Would help if you posted the bugs you were getting. I don't happen to have the codebase memorized like Remcon, so I need a starting point from the bug displayed. :P
       
Post is unread #4 Apr 20, 2012, 1:19 am
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Disgaeamud
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It's not really bugs, it's just the combat seems to do non stop missing or 0 damage.

All I did was change the values in handler.c to 20000

short get_curr_dex( CHAR_DATA * ch )
{
   short max;

   if( IS_NPC( ch ) || class_table[ch->Class]->attr_prime == APPLY_DEX )
      max = 20000;
   else if( class_table[ch->Class]->attr_second == APPLY_DEX )
      max = 20000;
   else if( class_table[ch->Class]->attr_deficient == APPLY_DEX )
      max = 20000;
   else
      max = 20000;

   return URANGE( 3, ch->perm_dex + ch->mod_dex, max );
}
       
Post is unread #5 Apr 20, 2012, 6:40 am
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Remcon
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if( ( ch->level + ( wield ? wield->value[2] : 0 ) ) != ( victim->perm_dex + victim_ac + victim->level ) )


You do know that though this is going to make it miss unless the first part is equal to the second part right? meaning there will be a whole lot more missing then hitting most the time.

Now this might be where most the missing comes from (this was from the other post)

You must always remember that its not always as simple as just the get_curr_dex number is all that it does in deciding things, normally some math will be done to the curr_dex in deciding if it hit/missed etc... If the number coming from get_curr_dex is to high it could cause the current math being done to wrap around etc... and cause missing also.
       
Post is unread #6 Apr 26, 2012, 10:39 pm
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GatewaySysop
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Don't take this the wrong way, because I totally don't mean it to come across as such, but what is the fixation with raising stat caps to such high values? I've always wondered and never really had a good understanding of it. :shrug:

I guess what I'm saying is that, at least in my experience, the most rewarding changes to combat have been the ones that add more realism to it, make the sequences more natural and less rigid, i.e. "I hit you, you hit me, then I hit you again" stuff. It's much more fun for everyone involved when the fights behave at least a little bit more like the real thing, or at least the "ideal".

Little things, make a huge difference. Case in point, I could never stand how being immune to certain damage types meant that your opponent wiffed it (missed) 100% of the time, whether they missed you or hit you but did no damage because of immunity. At the end of the day, it was always "So and so's <dam type you're immune to> misses you!" ... barf. :sick:

It's much cooler to pop a message saying, supposing the blow actually lands, that your opponent is somehow unfazed by your crushing blow, or whatever. Even a less than astute player quickly realizes he's not just wiffing it, but that his opponent is actually immune, and that's a meaningful change to the realism and dynamic of the fight. :wink:

Anyway, not trying to rib you, just throwing out my $.02 since you brought up combat and sounded like you were looking to make changes to it (hopefully not limited to the present issue you are facing). I find these kind of tweaks infinitely more fun than raising stats or HP to huge levels. That said, I must admit that I do have a few mobiles with massive HP, but that's for another purpose altogether. :imp:




       
Post is unread #7 Apr 27, 2012, 2:47 am
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Remcon
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Ive never really understood it either, but to each their own. In the end those kind of changes are way more hassel then they are worth, but its just for show. if I upped strength to 100 or 50000 im the end the max strength can only have the the max affect, just the 50k is a larger number. Personally I always kind of liked the less is more, once numbers get to huge noone pays them much attention.
       
Post is unread #8 Apr 28, 2012, 1:26 am
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Disgaeamud
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No offense taken :P As for the large numbers its based off the Disgaea series which is known for its huge numbers and level cap. If you are a fan of SRPGs I suggest you play one of the games they are a blast and the story is pretty decent. I've been away playing the new Disgaea and just came back to the code base (a little discouraged though!)

What causes the math to loop around? Where can I go to change that? To me it seems just as simple as changing its interger value? I'm not sure since I'm a novice :imp:

Right now I'm just going through renaming all the stats and digging through the code to see how it all works. Stats are going to work as a plain set thing. But it looks like stats are used on as on a needed basis instead of there just being a thing with STR and inside it of it this is all the things STR do and whatnot.
       
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