SamuKata
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LOKP - The New Adventure - Act-3 - The Wild Planet (v0.05) The Combat Code Update

Hi, while I still remember where and what is in my combat code - I decided to change it, namely:

- When receiving a weapon with higher combat stats - the weapon of the previous class disappears from the choice, since there is no point in using a weapon in combat that hits weaker (although of course someone may like the animations of this or that weapon, if there are any, but this is a very controversial reason for making the combat code significantly larger in volume)

- I want to reconsider the defense point (when the enemy attacks), namely - if Krystal already has a melee weapon by that time - perhaps - Krystal should fight back and deliver a counterattack with this weapon taking into account its damage, and the like. However, if at that moment Krystal only has a bow as a weapon - she will deliver melee attacks without using a weapon (hand-to-hand combat). The idea to do it this way came to me because if the player needs to use bandages, and the player has chosen the melee warrior class (and Krystal can only use 1 bandage at a time, and at the cost of a turn) - so that if the enemy attacks - Krystal could deliver a worthy counterattack using a melee weapon.

- However, taking into account the previous point, I need to understand that, unlike pumping the melee warrior class - if the player has chosen the archer's path - a counterattack in melee combat during defense (and defense will take place during melee combat) - will not grow in damage (unless the player increases the strength point either), and at some points it may become completely insignificant. However, when pumping high agility, Krystal will almost always have the opportunity to dodge an attack, and technically - low damage during defense compensates for this, and if for some reason Krystal runs out of arrows in battle - the battle can be finished through defense, but yes, at some points against strong opponents this can take a long time, and therefore it is better to always have enough arrows for archer class. Of course, I can come up with something else and give Krystal the ability to use a dagger (and its damage will be fixed at the level of agility) in close combat (if she is an archer), but there may be a conflict in the code, since if the player for some reason buys a melee weapon for the warrior class, they will already have a higher priority for use in defense, and if the player's strength is pumped to the minimum, the whole point of adding a dagger will be lost. In general, I will most likely compensate for this by the fact that the agility parameter will grow faster than the strength parameter (after all, the strength parameter will usually be pumped up as well with the increase of the character's survivability (hp level) parameter), and at some point, single attacks from a bow will cause slightly less damage than melee weapons, even taking into account the additional attack, but at the same time, Krystal's life level will be minimal (if the player will only pump the archer class), and therefore missing even one blow from a high-level enemy can immediately become the final one for Krystal, while the warrior class will have enough lives to survive such blows, but will have to constantly use bandages for healing, since when pumping only strength, the player will have practically no chance of successfully dodging an attack, and Krystal will have to be ready to absorb damage.

In general, there should be no ideal class (unless the player wants to level them both, in which case they complement each other perfectly, but this will take more time), However, the combat system will be diluted with magic in the future, and it is quite possible that in the fight against some bosses, Krystal may have allies in battle or it will be possible to use special weapons (like machine gun, grenade launcher or something else).

Thank you for your attention, and don't worry - making these changes won't take long, as I already have a rough idea of ​​how I'm going to do it.

P.S. So many changes to the combat code had to be made because I decided to make it so that in battles with friendly characters (representatives of the clan, for example) in battle Krystal will fight with her fists (and will also use fists when defending), but I think this is the right approach. Oh, and yes, those who choose the melee warrior class will be able to resolve conflicts in battle with such characters much easier due to the high strength of the character, because it directly affects the damage in melee. But so that players who choose the archer class do not feel disadvantaged - such battles will most often be tied to the plot of the arena (although this will not always be the case, but still, due to dodges, even an archer can pull out any melee battle, although it will take more time).


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