GetPlayerAttackDamage() calculate how much dmg you can deal!
Posted: Tue Jan 31, 2006 5:02 am
This was just something I was messing around with,
but maybe it will be usefull for someone.
This is very similar to what FPS, MMORPG, RPG's etc do.
Fool around with the:
playerlevel.l=10
playerstrength.l=10
playerweapon.l=10
values to see how the OE (over equipping) behaves, how much the penalty is.
but maybe it will be usefull for someone.
This is very similar to what FPS, MMORPG, RPG's etc do.
Code: Select all
Procedure.l GetPlayerAttackDamage(level.l,strength.l,weapon.l)
;This is our magic. add more *(whatever/level) to include more stats.
multiplier.f=(weapon/level)*(strength/level)
If multiplier>1.2 ;max 20% OE (over equipping) allowed, more and give a penalty.
multiplier=1.0/multiplier
If multiplier<0.5
multiplier=0.5 ;max 50% penalty, give them a fighting chance.
EndIf
EndIf
ProcedureReturn (level*multiplier)
EndProcedure
playerlevel.l=10
playerstrength.l=10
playerweapon.l=10
playerdamage.l=GetPlayerAttackDamage(playerlevel,playerstrength,playerweapon)
Debug "A level "+Str(playerlevel)+" player"
Debug "with level "+Str(playerstrength)+" strength"
Debug "and level "+Str(playerweapon)+" weapon"
Debug "can do "+Str(playerdamage)+" damage."playerlevel.l=10
playerstrength.l=10
playerweapon.l=10
values to see how the OE (over equipping) behaves, how much the penalty is.