Battle System and Status

Korrupt_ikonz
15 Jul 2007, 01:59
I was reading the forums earlier and was wondering if anyone has made a Battle System (something close to Adrifts) and a option to check your Status (also close to Adrifts). The reason I have chosen to try and use Quest over Adrift is the use of animated .gifs. Which I believe Adrift does not do..Any help would be greatly appreciated.

Thank You

Korrupt_Ikonz

Elexxorine
15 Jul 2007, 14:05
There are a few battle systems floating around. I've made one mbut I don't know what the Adrift system is. Could you discribe it?

Korrupt_ikonz
15 Jul 2007, 21:33
Lets see I will try to describe as best as I can.. Its more of D&D based Battle System.. You can set the attributes. The command is something like - Hit SoandSo. The response would be (depending how you set the defense for the enemy and yourself) SoandSo managed to avoid your attack. SoandSo hits you. Then you lose a HP. Something along those lines. If you need a better desciption I will be glad to offer it.

Thank You
Korrupt_Ikonz

Elexxorine
16 Jul 2007, 10:15
Lolz. i've played D&D don't worry.

Korrupt_ikonz
16 Jul 2007, 22:21
Good thing you have played D&D. I was stressing for a description on the battle system :wink:

Thank You
Korrupt_Ikonz

Elexxorine
17 Jul 2007, 10:02
D&D's great. Only problem is finding enough people to play with who don't get bored and you end up having to play with retarded midgets then lose internet cos they're really stupid and keep trying to kill themselves so you leave. True story. I actually haven't got any books left, though I do have some for Riddle of steel and Paranoia (that one's crazy like nothing else). Was actually thinking of making a bttle system like the one in Riddle of steel which instead of hitpoints you have locations and wounds and such, and different technics for attacking (like swing and trust), and different dodges (like duck and weave, counter, etc). It was neat...

Freak
17 Jul 2007, 11:14
ADRIFT battle system, IIRC:

Each character will have ranges for strength, accuracy, agility, and defense. Weapons have strength and accuracy bonuses/penalties; armors can have defense and agility bonuses/penalties.

To have one character attack another:
- The attack value == (a random number in the attacker's accuracy range) + (the attacker's weapon's accuracy bonus)
- The dodge value == (a random number in the defender's agility range) + (the defender's armor's agility bonus)
- The damage value == (a random number in the attacker's strength range) + (the attacker's weapon's strength bonus)
- The defense value == (a random number in the defender's defense range) + (all worn armor's defense bonus)

If dodge value > attack value, the attack misses.
If dodge value <= attack value and defense value >= damage value, the attack hits but does no damage.
If dodge value <= attack value and defense value < damage value, the attack hits and does (damage - defense) points of damage.

davidw
17 Jul 2007, 12:41
Adrift has a battle system but saying it was flawed would be polite. I haven't seen it used to good effect in even one game yet. You're better off designing your own. It’s more hassle but at least you have the degree of customisation a good battle system needs.

Elexxorine
17 Jul 2007, 12:46
That's what I like about quest, is that because it doesn't have those kind of thing built-in you can make them exactly how you want them. I hate to keep bringing up HavenHold but it has the neatest codes I've ever seen, some of the stuff in Lyte's 'The Art' was amazing too though. It allows you to expand on what's already there and not just plop rooms and stuff in the game but actually make it what it is.