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Raven
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Откуда: Владик
Регистрация: Февр. 2004

Всего: 408 сообщений

Oh, that`s easy.

When you attack somebody, first calculating is chance to hit:

Base chance = skill level for curent weapon (i.e. for Small Guns=90%, base to hit = 90%)

Then Range:
Range = weapon_range + perception_mod

Perception  Range(Hexes)  
1                 1  
2                 3  
3                 5  
4                 7  
5                 9  
6                11  
7                13  
8                15  
9                17  
10              19

Now Chance to hit=Base_chance - 3*(Distance_to_target - Range)

For char with pe=5 and shotgun (range=10) firing at target 20 hex away from you:
Chance=90 - 3*(20 - (10+5))=90-15=75%

Then substract 20% if you shoot at night (for ranged weapons only).  And then substract target AC.

So if you shoot at night at critter with ag=10 (Base AC=10) wearing leather armor(AC+8):
Chance= 75%-20%-18%=37%

Finaly, if you do a called shoot, substract called shhot penalty:
Body  0%  
Legs  -20%  
Arms,grain  -30%  
Head  -40%  
Eyes  -60%

But this increase a chance to do critical by:
Arms +10%  
Legs,grain  +20%  
Head  +25%  
Eyes  +30%

When you calculate you chance_to_hit roll was made. If you success - you hit the target.

Then goes critical hit roll and critical fail roll (don`t know the order). Chance for critical:

Crit_chance=Base_chance(Luck+maybe Finese trait) + weapon modifier(mostly for hand to hand combat) + called modifier

If you do critical the random (not truly random, at least for close combat) effect followed:
Broke arm
Broke leg
x3 damage
x2 damage
x1.5 damage
Knockout for 1-4 turns
Knockdown (4 AP to get up, when critter on the ground agility bonus = 0)
Ignore armor
Blinding (-1 PE + most of the critters will get out from you)
Instant death (seems that "size does matter"

Chance for critical fail is 3% + unknown luck_bonus (seems that for player luck_bonus is always 0
and for critters only player luck has effect, but not critter luck. Jinxed trait affect this bonus, but how - i don`t now). Effects:
Weapon jam (must reload weapon)
Bullet jum (must reload + lost turn)
All AP lost
weapon dropped
Weapon exploded (10-37 damage for 2 hexes from explosion)
Missed target and hit at closest critter to target
Damage yourself ( 1/2 of normal damage)
Fall down (lost all AP, -4 AP next turn)
Weapon was broke

Now damage calculating. Ammunition statistics:
AC mod - add to target AC (so when it negative - good)
DR - damage resistant mod - substract from target armour DR (lesser - better. Can be negative)
DMG - damage mod - this value multiple with weapon damage. Can be 1/2, 1/1, 2/1 (halfed, normal, double)

Armour statistics:
AC - adds to critter AC
DT - damage treshhold - substract from damage (damage=20 and DT=4 , real damage =16)
DR - damage resistance - percent value for each type of damage. damage=damage - damage*DR (normal damage=20, normal DR=12%, real damage=20 - 2,2=20-2=18)

So finaly:
Real damage = (damage-DT) - (damage-DT)*DR (damage=20,dt=4,DR=12%, real damage=16 - 16*12%=16 - 1,92=16-1=15)

Don`t forget to do the english-english translste for the Ianout developers :-)

Отправлено: 3:39 - 26 Мая, 2004
mvBarracuda
Member

Откуда: Dresden / Germany
Регистрация: Апр. 2004

Всего: 21 сообщение

Thx, that helps alot try to find out the other calcs, but it's a nice start

thx

Отправлено: 17:11 - 26 Мая, 2004
 

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