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 -- Carceri Development Mailing List (carceri-dev@xxxxxxxxxxxxx) Carceri Homepage (http://chaos.magma-net.pl/carceri)