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Old 11-05-2009, 08:18 AM
Demisis_P2P Demisis_P2P is offline
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Based on a quick look at the melee weapon script this is what I could find out:
Punch freezes player for 0.2 seconds, and all other melee weapons freeze for 0.3 seconds.
They all have the same hit radius and time between swings.
And they all have the exact same durability, except weapon 8, which is the axe.


If you rearrange the order of melee weapons (mainly to make axe 13) you could use equations to automate some stuff.
Such as setting the freeze to physicalweapon/100. Weapons up 5 would have 0.05 freeze, weapons 6-10 would have 0.1 and weapons 10+ would have 0.15 freeze.
Create a new condition based on a timevar(timevar2? I don't know which is which) so that you can only swing again if lastmeleeswing >= physicalweapon/100 + 0.1. Which would result in furious 0.1 second punches, 0.15 seconds for weapons 1-5, 0.2 seconds for 6-10, and 0.25 for 10+.
Damage area could also be expressed with a variance of ±tempweapon/13. So weapon 1 would hit 0.07 tiles further to the left and right than normal (basically no effect), and weapon 13 would hit 1 tile further to the left and right than normal (which could allow for some mean diagonal hits from axes, if you're accurate).
tempswings (how many swings before your weapon takes a durability hit) could be expressed as an integer of tempweapon^0.5+2 so that weapons 1 and 2 would take 3 swings, 4-8 would take 4 swings, 9-13 would take 5 swings, etc.
Damage would probably still need to be set manually in a string, just because it's nice to have control over that.

TLDR version: Melee weapons should be based on time between swings and not freeze.
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