Combat

 This document will be used to outline the combat system of Vandagard, including melee, ranged and magic, as well as object stats requirements to achieve the combat system.

 Melee:

Melee works on a time based system. Depending on the weapon being used, it will determine how fast the player will attack with that object. For example, a dagger with a delay of 3, and a damage range of 1-3 will attack every 3 pulses for 1-3 damage. Whether or it hits is based on the player's stats. For this example, 'Short blade' sphere will be used, in combination with the Dexterity of the player (Short blade's primary stat).

Calculations for Melee TO-HIT:

1. (ch->CTHAC0 + WeapSkill + Dex*2) vs (victim->armor_class + dex*2)

-> If fail  == MISS

-> if pass  == Step 2

2. (ch->WeapSkill + dex) vs (victim->WeapSkill + dex)

-> if fail  == Parried

-> if pass == Step 3

3. (ch->WeapSkill + str) vs (victim->blockSkill + str)

-> if fail == Blocked

-> if pass == Step 4

4. (ch->str + WeaponDamage) vs (victim->hitLocation)

Damage Calculations:

base damage   == ch->str + WeaponDamage + (weaponskill * 2/100)

Addition  Enhanced damage (+=25%)

Reduction  armor's absorb value

Reduction  reduction_table[victim->constitution].percentage

Weapon Speeds:

 

Dagger:  Fast  (2-4 Pulses)

Shortsword:  Fast  (3-5 Pulses)

Longsword:  Medium (4-8 Pulses)

Spears:  Medium (5-7 Pulses)

Hand Axes:  Medium (4-7 Pulses)

Twohand Axes: Slow  (6-10 Pulses)

1hand Hammers Medium (6-8 Pulses)

2hand Hammers Slow  (9-12 Pulses)

Polearms  Slow  (10-14 Pulses)

Melee   Fast  (2-5 Pulses)