[carceri-dev] Re: Outventory and stuff...

  • From: Santiago Zapata <java.koder@xxxxxxxxx>
  • To: carceri-dev@xxxxxxxxxxxxx
  • Date: Mon, 13 Jun 2005 08:16:14 -0500

Kornel Kisielewicz wrote:

>Santiago Zapata wrote:
>  
>
>>Kornel Kisielewicz wrote:
>>    
>>
Slash

>>>The system will loosely follow GURPS, but it will be more powerinflated. 
>>>Skills will be plenty, and most objects will fall into a category of 
>>>"clubs" and similar. But yes, there will be Improvised Weapons skill for 
>>>thigs like amulets, potions, chairs, chests, beer mugs etc ;).
>>>      
>>>
>>So, will each item have a 'slash damage', 'thrust damage', 'bash 
>>damage', etc, or will you calculate the damage of each attack based in 
>>the item primary propoerties?
>>    
>>
>
>Kheh, SlashDevdamage? ;-) Actually even weapons wont have any damage 
>indicators -- they just have modifiers. So if an item has no modifiers, 
>and has no "Weapon" flag, then it is treated as an improvised blunt 
>weapon. Damage is mainly calculated on strength, anyway. But properties 
>like attack speed (and accurancy) will suffer a lot when using an 
>impro-weapon.
>  
>
Thats what I mean; in my project there is no 'weapon' flag, nor weapon 
categories; all items share a common structure and some of them have 
properties that make them good weapons, but the calculus on how to use 
these attributes is in the combat Action... I hope you understand me :)

--
Slash






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