Author Topic: Ozzy needs yer help  (Read 2841 times)

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UnderGod

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Ozzy needs yer help
« on: June 3, 2003 12:26 pm CDT »
Unless you know what you are talking about, don't posty.

I have been looking at a few things in teh code lately, and I came across the code that determines if you hit or miss.

After looking at it, I came to the conclusion that it sucks ass. It picks a random number between 1 and your weapon skill + your enemy's dodging. If that random number is lower than the dodging, you miss.

That may be good for certain things, but I am looking at a bit of a different picture.

I am just going to throw 2 skills out of the blue that aren't in TRPG.

Lets say there is a Dexterity Skill, and an Agility Skill.

Dexterity is how often you hit, while Agility is pritty much your dodging.

These skills won't go up very high.. Think of a 0.5 multiplier for the DEX, and a 1.0 for the AGI.

The idea is to gain a +1 to your chance to dodge each level, and a +1 to your chance to hit. Now.. With the MAX AGI being, lets say 255. 255 will still only make a 95% chance to miss on everything.

I'm trying to figure out the formula to make this possible, but it is hard on me noggin. Writing the code is nothing.. figuring out the formula is the hard part.

Rawr!
« Last Edit: December 31, 1969 06:00 pm CST by UnderGod »
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Particle

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« Reply #1 on: June 3, 2003 12:38 pm CDT »
If you want 255 to be a 95% chance of missing, then just pick a random number between 1 and 255 and divide it by 268.4

This will give you your percent miss chance between 0 and 95%

Either I didn't understand you correctly or you didn't think to use some simple algebra.
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
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xkenshinx

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« Reply #2 on: June 3, 2003 01:47 pm CDT »
u could always make it skill based... kind of like how ultima works.. like using swords would build dex and str... while using magic would build int and int would represent your mana (which would mean we could have pure mages and pure warriors for a change)

so levels would not be needed.. because str would also represent your health

wow 255 health(i dunno how health would work but u would need to keep it fairly low mainly because trpg needs to be more challenging)

if u do decide on using dex/agil which i realy hope u do.. if it only goes up once then the highest lvl u would need is 255.. (obviously unless u start at lvl 0 with 1 in everything) but how much exp would be needed too get there with your current multiplier of exp?

and particle i don't think he meant just that did he? i think he also wanted to know how much agil and dex had to increase each level so it would give the 1% bonus in hit increase and dex i dunno... unless were just gonna keep 255 the max level.... i just woke up

(just throwing out ideas.... sorry for not helping with the actual calculation i don't realy know what ozzy needs :P lol)
« Last Edit: December 31, 1969 06:00 pm CST by xkenshinx »

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eViL

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Re: Ozzy needs yer help
« Reply #3 on: June 3, 2003 02:12 pm CDT »
Quote from: "UnderGod"
The idea is to gain a +1 to your chance to dodge each level, and a +1 to your chance to hit. Now.. With the MAX AGI being, lets say 255.

Rawr!


oz... that is your formula... lol. +1 to each skill each lvl.... and then when you are determining hit or miss, just add that factor in....
« Last Edit: December 31, 1969 06:00 pm CST by eViL »
Quote from: "LastWish || NextWish"
eViL, you were probably the coolest but most misunderstood person in this community.. maybe the rest will find out how cool of a person you are some day, and don't get too mad at the people who dont understand you.. its their loss in the end.

UnderGod

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« Reply #4 on: June 3, 2003 02:54 pm CDT »
Yeah sure, but I'm talking about balancing..

Grr this is hard ot explain..

You will have a max of 250 sp to spend as you level..
5 will be given to you in each stat at the beginning..

In other words.. Your DEX won't ever go very high.. I'd say around 40-50 at the highest.. Lets say 50..

A monster's DEX would be higher for the challange.. So lets say the strongest creature will have around 100 DEX.. What can I use so 255 AGI can dodge 100 dex at a rate of 95% of the time?
« Last Edit: December 31, 1969 06:00 pm CST by UnderGod »
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eViL

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« Reply #5 on: June 3, 2003 03:09 pm CDT »
well, i get what you are after now, but since i got out of coding i am not about to strain my mind thinking of that.
« Last Edit: December 31, 1969 06:00 pm CST by eViL »
Quote from: "LastWish || NextWish"
eViL, you were probably the coolest but most misunderstood person in this community.. maybe the rest will find out how cool of a person you are some day, and don't get too mad at the people who dont understand you.. its their loss in the end.

UnderGod

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« Reply #6 on: June 3, 2003 03:18 pm CDT »
I think I got it..

Code: [Select]
%x = $PlayerSkill[%damagedClient, $SkillAgility] + fetchData(%damagedClient, "LVL");
%y = $PlayerSkill[%shooterClient, $SkillDexterity] + fetchData(%shooterClient, "LVL");

%n = %x / %y;
if(%n < 2.55)
{
%n1 = 1;
%r = floor(getRandom() * %n1) + 0.1;
if(%r < 0.95)
%isMiss = True;
}
« Last Edit: December 31, 1969 06:00 pm CST by UnderGod »
"The right man in the wrong place can make all the difference in the world"

Vorter_X_

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« Reply #7 on: June 4, 2003 12:12 am CDT »
well if you think you have it then test it just to make sure

sure looks like it works cept u missed a semi colon at the end
« Last Edit: December 31, 1969 06:00 pm CST by Vorter_X_ »

Dasher

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« Reply #8 on: June 4, 2003 08:21 am CDT »
im up for a change but the origional code looked not so bad to me
« Last Edit: December 31, 1969 06:00 pm CST by Dasher »
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UnderGod

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« Reply #9 on: June 4, 2003 04:21 pm CDT »
No I didn't..
« Last Edit: December 31, 1969 06:00 pm CST by UnderGod »
"The right man in the wrong place can make all the difference in the world"