Anyone have the damage parameters down to a science??

#41
Thanks Todd, I'll search around for the post by Holy. Probally won't have too much backtracking but there will be some.? I'm trying to make each map a serperate level to avoid that but each map will be backtrackable once the "map" is beaten.? I might hide a few items you'll need later on back on previos maps though.? I want to make the enemies correct for the lvl the player should be first time through the map.? Something along the lines of say map 1 the player should probally reach lvl 10 or so to beat, next map maybe 17-20 and so on.? The previous maps would of course be easier to get through if you later in the game and lvl 25 instead of lvl 1 when you started the first map but that doesn't bother me and make sense to me.?

I think I'm going to handle figuring out what stats the creatures should have by creating only one monster type and just? make copies of them for each lvl then fighting them with the equiptment the player could have at that time and see how the enemy/player fares.?

Example: I'd take say a skeleton and make several copies that are different lvls: 1,5,7,10 ect then adjust thier stats to match the player/equiptment.? Does this make sense to do it this way?? I'm trying to streamline the enemy/weapon/armor creation portion of the project.? I figure that once I know the approx. stats that the eneimes/weapons/armor should be, I could then uses those stats to make the rest of my enemies/weapons/armor based on the baseline then make small tweaks.?

This is the first I'm doing this with SOM but was thinking that it could really streamline the process and then maybe we could post some stat charts to show a baseline based on the equiptment/stats vs enemies/stats. ‎  It could be a good baseline for people to help create thier games.
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#42
Editing the level up tables is very easy with a hex editor if you understand how hexadecimal/little-endian works. I could definitely make a user friendly command line tool for this someday, but for now if you really want to, I recommend finding a hexeditor and using wikipedia if necessary to introduce yourself to the above concepts.

I would tell you where the files you need to edit are, but it wouldn't be any easier for me to find that thread about this than for you. And that would be easier than trying to figure out what it was I did in the first place for myself.

Just keep in mind you'll be overwriting one of the level up tables that comes with SOM.
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#43
I believe the section where you began to outline it is starting here at reply #24....

https://www.swordofmoonlight.com/bbs/ind...81.15.html

read on that thread and see where it leads you lava.
- Todd DuFore (DMPDesign)
Site Founder
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#44
(2009-10-31, 05:43 AM)dmpdesign link Wrote: I believe the section where you began to outline it is starting here at reply #24....

https://www.swordofmoonlight.com/bbs/ind...81.15.html

read on that thread and see where it leads you lava.

No I would not have posted that in that thread. That's just about the changes I made, not how I did it. That would be in a different thread...
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#45
I'll do some digging. ‎  I am familar with hex and did have hex tools on my computer before it failed but I'll download them again. ‎  With Halloween and 1 of the kids being sick (bith now have fevers) I haven't been able to get to te game since last Thursday. ‎  Most likely taking tomorrow off to stay with the kids so if I can keep my daughter laying down on confined to her room tomorrow, I plan on hitting the game hard!
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#46
One thing that helped me even if it is silly is I placed a shroom for ex. and allowed him to hit with no armor then with leather then with iron and so on and wrote down the damage then i took kf3 the real game and did exactly the same thing. if the ten hits did the same damage on som as it did on kf than i was content. this also worked for damage. if a Kf skel did 120 d on my charicter waring nothing on lvl 5 than i set my skel to do the same. I generally used a dagger to test though. the dagger stats on Kf2 is str 39 chop 6 stab 14. hope that helpes. if not i can clarify
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#47
did a little more research into multi attacks You are quite rite about it. at this point i cannot see how downward thrust is multi however i've noticed the ants multi bite leads to a guicker attack than i set it for but, the damage per attack also seems to be lower than expected. still working on it though
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#48
That makes some sense of it. ‎  I'll have to check it out.
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#49
The Defence Graph also playes a major role in damage ratio. I've been playing around with that alot and found it to be quite useful. my bad guys dont end up with 500 hp and so on. it also makes them more scaleable for future appearinces in the game without creating 5 diffrent versions of the same thing.
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