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War of Mmruda: Discussion
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Topic: War of Mmruda: Discussion (Read 10126 times)
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Radical Pi
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War of Mmruda: Discussion
«
Reply #15 on:
December 31, 2006, 09:55:00 am »
I've been thinking, if I'm using xLib anyway I might as well do full sprites, or even grayscale. But the layered text was my main gimmick, so I'm not sure.
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One of these days I'll get a sig I'm really proud of.
DJ Omnimaga
Clacualters are teh gr33t
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War of Mmruda: Discussion
«
Reply #16 on:
December 31, 2006, 11:02:00 am »
layered txt! that was great
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Radical Pi
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War of Mmruda: Discussion
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Reply #17 on:
December 31, 2006, 12:04:00 pm »
Layered Text
+use strings (each screen is 256 bytes)
-several combinations, but all in simple patterns that don't work 'perfectly' (not a sprite for every thing, but close enough)
Sprites
-use pic vars and matrices (each screen is 1200 byte matrix plus at least one 768 pic var.
+unlimited graphics capabilities, minus pixel limits
-requires xLib (this is only a con if considering Omnicalc, and I was)
tough decision...
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One of these days I'll get a sig I'm really proud of.
DJ Omnimaga
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Omnimagician (Next: --)
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CodeWalrus founder & retired Omnimaga founder
War of Mmruda: Discussion
«
Reply #18 on:
December 31, 2006, 12:06:00 pm »
well in text it will be much smaller at least and still load fast
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Radical Pi
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War of Mmruda: Discussion
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Reply #19 on:
December 31, 2006, 12:47:00 pm »
I still need to do the main battle system equations...
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One of these days I'll get a sig I'm really proud of.
elfprince13
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War of Mmruda: Discussion
«
Reply #20 on:
December 31, 2006, 01:22:00 pm »
*
elfprince13
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DJ Omnimaga
Clacualters are teh gr33t
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War of Mmruda: Discussion
«
Reply #21 on:
December 31, 2006, 01:57:00 pm »
which elements does it need in particular? Like your attack, enemy defense, enemy attack, enemy defense, hit rate, etc?
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Radical Pi
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War of Mmruda: Discussion
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Reply #22 on:
December 31, 2006, 02:37:00 pm »
BL, Str, Sor, Com, Def, Aur, Spd, WM in no particular order. I've been putting off doing the equations for at least two years.
And every time I try to do them, I make a completely different equation. So I have at least five different versions of the same battle system, with each one being the 'Final Version'...
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One of these days I'll get a sig I'm really proud of.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
War of Mmruda: Discussion
«
Reply #23 on:
December 31, 2006, 02:51:00 pm »
what does they stand for? o.o
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Radical Pi
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War of Mmruda: Discussion
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Reply #24 on:
December 31, 2006, 03:02:00 pm »
Battle Life (the HP), Strength, Sorcery, Command (for controlling beasts like dragons), Aura (magic defense), Speed, Weapon Mastery (total skill with weapons)
I also had things like Endurance, Evasiveness, Accuracy in there in some versions, but Acc is more of an attack-specific stat I'd say.
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One of these days I'll get a sig I'm really proud of.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
War of Mmruda: Discussion
«
Reply #25 on:
December 31, 2006, 03:17:00 pm »
ok thanks, maybe I'll get an idea on a formula, do you want it to be random?
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Delnar_Ersike
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War of Mmruda: Discussion
«
Reply #26 on:
December 31, 2006, 07:19:00 pm »
Here is my suggestion for the battle equation:
Each creature (including you) needs to achieve a certain number of "speed points" in order to perform an action. How fast the creatures accumulate points is up to their speed, meaning, if a creature has tons of speed, it can accumulate points way faster than a slower creature and therefore perform more actions than the slower creature.
For Accumulating Points:
Speed/[1+(Enemy Command/100)-(Command/100)] -> Total Points Accumulated in one "turn"
Notes: If somehow the denominator is not positive, then:
Speed[1+(Command/100)] -> Total points accumulated in one "turn"
For normal attacks:
Strength[1+(WM/100)+(Command/100)+Weapon Power] -> Total Damage
Speed*2[(WM/100)+(Command/100)+Armor Power] -> Total Defense
Battle Life-(Total Damage-Total Defense) -> Current Battle Life
Notes: You can change all the (/100)'s into (/any number): I just put /100 because most games allow you to have really high stats. Weapon Power is how good your weapon is and Armor Power is how good your armor is.
Current Battle Life cannot be greater than Battle Life
For Magical Attacks:
Sorcery[1+(Command/100)+Spell Power]+Extra Mana Sacrificed -> Total Damage
Aura*2[(Speed/100)+(Command/100)+Armor's Magic Resistance(can be negative] -> Total Defense
Battle Life-(Total Damage-Total Defense) -> Current Battle Life
Notes: Again, you can change the (/100)'s. Spell Power is how strong the spell is, armor's magic resistance is how magic resistant your armor is, and you can choose if you wish to add the "Extra Mana Sacrificed" option so the creature can spend extra mana on the spell to make it stronger (but not a lot stronger).
Again, Current Battle Life cannot be greater than Battle Life
Running away depends on:
[(Your speed/100)+(Your command/100)-(Enemy Command/100)-(Enemy speed/100)]% chance. You can increase or decrease the odds at your will.
This was just an engine I thought up right now, so it isnt the best of engines. You may also have ideas you may want to add to it, for this engine is only a skeleton. It's up to you
!
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Halifax
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War of Mmruda: Discussion
«
Reply #27 on:
December 31, 2006, 08:56:00 pm »
so what are you using xlib or double layered ascii. I would go with double layered ascii myself.
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Radical Pi
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War of Mmruda: Discussion
«
Reply #28 on:
January 01, 2007, 05:46:00 am »
0_0 That's a nice big bit of text, but I get it.
I definitely have to play around with those equations, thanks!
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One of these days I'll get a sig I'm really proud of.
Radical Pi
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War of Mmruda: Discussion
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Reply #29 on:
January 21, 2007, 12:10:00 pm »
I feel like working on this...
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War of Mmruda: Discussion