| 05-04-2006, 03:22 AM | #1 |
1. I'm building a custom combat system for my map. What order should I check for things(like dodge) and do damage? 2. What is parry and what exactly does it do? |
| 05-04-2006, 07:39 AM | #2 |
You want to have something even though you don't know what it does? http://en.wiktionary.org/wiki/parry |
| 05-04-2006, 07:41 AM | #3 |
most RPGs out there like WoW, EQ, D&D, etc. have parry and since my combat is like a mmorpg I'm having parry in it. |
| 05-04-2006, 07:58 AM | #4 |
Parry is identical to dodge, except that your parrying the blow rather than dodging it. |
| 05-04-2006, 08:09 AM | #5 | |
I am planing to use the same ways of avoiding damage as in WoW: Quote:
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| 05-04-2006, 08:21 AM | #6 | |
EDIT: was typing as he posted the fact he's copying WoW, ill leave this post as it may help soemone else. Quote:
Using a word in its own deffinition is often not helpful. But i digress, here's my deffinition, in the context you want. Dodge - Physically moving out of the way of an attack, generally fighters with high agility and/or light loads will get bonuses (or not get penalities) or excell at this defence style. Parry - juxtaposing a weapon between you and the weapon/attack of the opposition, effectivly "blocking it". Strong/Well armed fighters (with tough weapons) will excell at this defence style. Although not strictly the same thing, rolling shield blocking into the equation may simplify your system. The easiest way to implement a system using both of these would be to totally trigger damage and then flag attack types "dodgeable (only)" or "parryable" (everythings dodgeable but not everything can be blocked, alot of magic for instance). You then give every character a dodge AND parry stat based off a bunch of variables: Dodge: Agility, Combat "Skill" (maybe a specialised dodge skill), encumberance. Parry: Strength, Weapon Skill, Weapon size/shield bonus. A "parryable" attack will thus be tested against a characters total abilty to parry. A atttck that can be parryed can also be dodged so use the characters dodge skill if it is higher. A "dodgeable" attack cannot be parried against so ignore the characters parry stat and only use dodge. A success deals appropriate damage, a fail means the attack is dodged or parried and does NO damage. Dodge should probably be less likly to succeed (base) than parry as parry is easier, but applicable to fewer situations. |
| 05-04-2006, 03:54 PM | #7 |
When did I say I was copying WoW? I didn't I am making a combat engine for my map and I'm using the same ways of avoiding damage as WoW uses. |
| 05-04-2006, 04:41 PM | #8 |
Turn-Based retro RPG battle system > WoW. |
| 05-04-2006, 05:51 PM | #9 |
@Tim, I prefer real-time battle system. I do however enjoy my Final Fantasy games, and Legend of Dragoon. But for this game I'll be using real-time battle engine oppose to turn-based. |
