The Medieval Mod

Poll

Weekly 2: What should the next update be?

More Weapons!
140 (59.1%)
More Depth! *
97 (40.9%)

Total Members Voted: 80

Author Topic: The Medieval Mod  (Read 41755 times)

Hay give me sum credits for the 10394528052 items in 3 datablocks idea :panda:

Other than that I'm still clueless as to what to workz on.
also me has formula for armors
Code: [Select]
newdamage = ((damage*5)-Armor)/5+getrandom(-3,3)
// note: if armor is >= damage*5, then just divide original damage by 5.
values for full sets of armor
full set of light armor- 30
full set of medium armor- 50
full set of heavy armor- 70
full set of Divine armor- 100
Shield of the gods- 100 but never loses durability

so say you do 20 damage(not counting randomifier at end of formula)
if enemy has light armor you did: 14 damage
if enemy has medium armor you did 10 damage
if enemy has heavy armor you did 6 damage
if enemy has divine armor you did 0 damage

so say you do 5 damage(not counting randomifier at end of formula)
if enemy has light armor you did: 1 damage
if enemy has medium armor you did 1 damage
if enemy has heavy armor you did 1 damage
if enemy has divine armor you did 1 damage

Note that if an enemy has an incomplete set or mixed set it may be different.
each item in each set should give a certain amount of extra armor, all adding up to their full set value. Each time armor blocks damage it loses durability, either just like weapons(losing a set value) or calculated by damage blocked, I dont care.

Also note that all of these will be different since it gains a random number between -3 and 3, so if you have light armor and you get hit for 20, the range is
11-17 damage delt. Which adds moar realism.

Also if we happen to add "leveling up" per say, add this to the end of that formula:
Code: [Select]
+(client.currentlevel-enemy.currentlevel)so if a 3 and a 3 fight, it will be even, but if a 4 and a 3 fight, the 4 gets +1 to its attacks. So if a noobie(1) fights a veteran(29), the veteran has +28 damage.

If we do add leveling, I'd like it to stay something in the background, and have the rpg focus more on economy and empires rather than OMG I GOTSA GETSA LEVELSA 923!!

I might give you guys what I have of my rpg, I'm bored of it.

[Edit]

Has a rough leveling system and enemys, also has cash and item selling/buying.
« Last Edit: November 13, 2007, 05:40:33 PM by MrPickle »

The way of the warrior! <3

Uhh- You're referring to me, amirite?

Pickle, where's the download link?

I might give you guys what I have of my rpg, I'm bored of it.

[Edit]

Has a rough leveling system and enemys, also has cash and item selling/buying.

Hay give me sum credits for the 10394528052 items in 3 datablocks idea :panda:

Other than that I'm still clueless as to what to workz on.
also me has formula for armors
Code: [Select]
newdamage = ((damage*5)-Armor)/5+getrandom(-3,3)
// note: if armor is >= damage*5, then just divide original damage by 5.
values for full sets of armor
full set of light armor- 30
full set of medium armor- 50
full set of heavy armor- 70
full set of Divine armor- 100
Shield of the gods- 100 but never loses durability

so say you do 20 damage(not counting randomifier at end of formula)
if enemy has light armor you did: 14 damage
if enemy has medium armor you did 10 damage
if enemy has heavy armor you did 6 damage
if enemy has divine armor you did 0 damage

so say you do 5 damage(not counting randomifier at end of formula)
if enemy has light armor you did: 1 damage
if enemy has medium armor you did 1 damage
if enemy has heavy armor you did 1 damage
if enemy has divine armor you did 1 damage

Note that if an enemy has an incomplete set or mixed set it may be different.
each item in each set should give a certain amount of extra armor, all adding up to their full set value. Each time armor blocks damage it loses durability, either just like weapons(losing a set value) or calculated by damage blocked, I dont care.

Also note that all of these will be different since it gains a random number between -3 and 3, so if you have light armor and you get hit for 20, the range is
11-17 damage delt. Which adds moar realism.

Also if we happen to add "leveling up" per say, add this to the end of that formula:
Code: [Select]
+(client.currentlevel-enemy.currentlevel)so if a 3 and a 3 fight, it will be even, but if a 4 and a 3 fight, the 4 gets +1 to its attacks. So if a noobie(1) fights a veteran(29), the veteran has +28 damage.

If we do add leveling, I'd like it to stay something in the background, and have the rpg focus more on economy and empires rather than OMG I GOTSA GETSA LEVELSA 923!!
For the armor just add the stuff to the ski script ,get it to detect when the armor is on and its good.

Guns? That's not very Medieval. Its like a Japanese show where they completely change history, HIGH POWERED STEAM WEAPONS THAT ARE MORE POWER THEN TODAY'S TECHNOLOGY.

But should be very interesting on the out come of this Mod.  :cookieMonster:
This isnt really on topic but remember sonys 2006 E3 conference? This game is based on events THAT ACTUALLY happend in Japenese history........So here we have this GIANT ENEMY CRAB :cookieMonster:

While we're at it, let's make sure to add magic, and swords that can cut through massive trees in one slice. It's mandatory now.

But serouisl, please make a bit fantastical. Like with races (elves, dwarves, men, etc) and magic.

While we're at it, let's make sure to add magic, and swords that can cut through massive trees in one slice. It's mandatory now.
watlol? NO.

But serouisl, please make a bit fantastical. Like with races (elves, dwarves, men, etc) and magic.
NO!!! ME NO LIKE! MAKE YOUR OWN! Or have that separate and optional. ME HATEZOR DAT!

Now that I'm done with flaming, are there any very-or-at-least-pretty simple scripts/weapons I could do so I don't feel useless?

Alright, if you don't make there be races and stuff like that, at least allow the mod open for modifaction.

It's not open to the public; Heck, it's only open to the major workers in our team. It's not open for now, and no, it's NOT A FANTASY MOD.

Updated the front page with a new task: We need a builder to create a test town for our mod's pre-pre-pre alpha stage. I'm getting started on one now, but if someone gets done before me, I'll accept it.

Be sure it has the following buildings:
  • Underground Mine Shaft
  • Training Hall
  • Hospital
  • Weapons Shop
  • Tool Shop
  • Armor Shop
  • General Store

Also, try to make the town 'rectangular' for now. Until I can get 'multiple triggers are the same area' in, keeping the town fitting in one rectangle will probably be important.

If you use some scriptobjects and Markers, you could create a hacky "Polygon check" for whether each client is inside the Safe Zone every second or so.