Combat System advice

Seannny

Why GUI when you can Jass?
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46
So im trying to redo the warcraft combat system. Or at least part of it. I want the level up and combat to be based off of something like the Elder Scrolls system. Where the more you do something. the better you get. so obviously id store skills like archery and swordsmanship in variables. Id use integers, the higher the number the better the skill. Max will be 100.
Displaying your skills, and saving your skills is easy, but how to actually incorporate this is where im stumped. let me give you some background of what my combat system base is.

When you aquire an item, a weapon preferably, you can click it, and it will "equip". Giving you the boost in attack, and "removing" it from your inventory. as if your holding it. remove a weapon. you select a skill from a spell book, remove ____ right hand weapon, left hand weapon, chestplate...etc.

What im trying to think, is how will i get swordsman skill mixed in with this system.. i want it to be like the higher the skill, the more damage you do, or the less you miss, or the more defense you get from the item... the only way i can think of requires a hell of a lot of items and a very elaborate system.. if thats the only way..than feel free to suggest a better system.. Im even willing to redo the equipment system, because it has a few bugs at the moment.
 

noworries

New Member
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4
I think one of the biggest problems with equipment systems is that there is no easy way to add Damage/Armor.

I'm trying to read into how your combat works, and if I'm reading into it correctly, then its pretty much like regular w3 combat? The only difference being you can actually equip the items.

Again, the biggest problem would be that with equipping items there is no easy way to adjust damage/armor, without directly effecting the Strength/Agility stats, which is a fine alternative and I've seen many maps that use it.

However, you mention the skills effecting combat, and thats where things get tricky.

If you're going to want to be able to do what you want, I think you'd need to do every line of damage yourself, which means removing attacking from the hero. You can leave it on the enemies if you like, and keep armor added through the equipment system, but damage would be something you'd have to calculate.

IF you were to do that, then you would have complete control. You could tell if the Hero were using a Sword, allow the attacks to miss or crit based on their Sword Skill, and then reflect the damage based on their attributes and their Sword Skill, and so on.


However, an easy alternative would be to just use the skills in your abilities. Have the abilities do damage based on their skills.

Ugh..hope that helps.
 

Seannny

Why GUI when you can Jass?
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46
I think one of the biggest problems with equipment systems is that there is no easy way to add Damage/Armor.

I'm trying to read into how your combat works, and if I'm reading into it correctly, then its pretty much like regular w3 combat? The only difference being you can actually equip the items.

Again, the biggest problem would be that with equipping items there is no easy way to adjust damage/armor, without directly effecting the Strength/Agility stats, which is a fine alternative and I've seen many maps that use it.

However, you mention the skills effecting combat, and thats where things get tricky.

If you're going to want to be able to do what you want, I think you'd need to do every line of damage yourself, which means removing attacking from the hero. You can leave it on the enemies if you like, and keep armor added through the equipment system, but damage would be something you'd have to calculate.

IF you were to do that, then you would have complete control. You could tell if the Hero were using a Sword, allow the attacks to miss or crit based on their Sword Skill, and then reflect the damage based on their attributes and their Sword Skill, and so on.


However, an easy alternative would be to just use the skills in your abilities. Have the abilities do damage based on their skills.

Ugh..hope that helps.

i like this idea.. So what you mean is basically remove the attack from hero's, and whenever a unit equips an item, give them an ability called "attack" or attack with sword or something.. and have that act like the units attack... its not a bad idea, but auto attacking is gone, and you have to click every time you want to swing.. this sounds like a good idea... but the constant clicking would be a pain..

What if i made something like the hero having 0 damage, or 1 damage or something very small, and have it so if i equip an item, it adds an ability like "using sword" that adds X amount of attack. then just level this ability up depending on the skill of swordsmanship or marksmanship..
 

Infinity.4Sk

New Member
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6
have you even played morrowind? or oblivion? this system isn't much like W3 normal system but it is a bit liek in the aos/pvp/arena (or something like that) aeon of dominion, it is possible but the way I see it you are gonna have to be patient making all those triggers :)
 

noworries

New Member
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4
Its up to you, your map.

I think, however, if you want to get past the constant clicking, you could just set a boolean like InCombat to true, and it repeatedly runs the trigger based on the cooldown of your choice, and it sets the unit they're attacking to as the main target.

Basically, it would feel just like normal combat, say you detect the order(smart) which is right click, and the unit they clicked on is an enemy, then it turns combat on and he repeatedly attacks, and you could have direct control on how fast the attacks went.

And another thing is, if the unit has any damage, they have the attack button, so they will always use that over another ability that you want to try to cast, or at least get a few swings in.
 

Seannny

Why GUI when you can Jass?
Reaction score
46
have you even played morrowind? or oblivion? this system isn't much like W3 normal system but it is a bit liek in the aos/pvp/arena (or something like that) aeon of dominion, it is possible but the way I see it you are gonna have to be patient making all those triggers :)

Yes i have played them =) infact ive played arena, Daggerfall, Morrowind, and oblivion.

i tried to get redguard but couldnt >.>

anyways, thanks for the help guys, ill use your advice.
 

ZiggyMcjoney

Data editor?! AAAHHHHH!
Reaction score
95
Just an idea, even if your problem is already solved:

For equipping items, you're adding the abilities the item has to the unit, right? (I'll assume thats what you're doing, I don't think theres another way)

Why not give every one of them 100 levels? (use the magic of autofill >.>)

And then when you do that trigger to add the ability to the units:

Code:
Set Level of <The ability> to BladeSkill_Integer[Player number of (Owner of (Triggering unit))]

Just a suggestion :p.
 

Seannny

Why GUI when you can Jass?
Reaction score
46
Just an idea, even if your problem is already solved:

For equipping items, you're adding the abilities the item has to the unit, right? (I'll assume thats what you're doing, I don't think theres another way)

Why not give every one of them 100 levels? (use the magic of autofill >.>)

And then when you do that trigger to add the ability to the units:

Code:
Set Level of <The ability> to BladeSkill_Integer[Player number of (Owner of (Triggering unit))]

Just a suggestion :p.

im glad i checked back o.o i was about to start this part of the system when i read this XD and its a good idea! how does autofill work though? ive heard of it but never looked into it.
 
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