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Idea about some force knockdown system


TheShaman

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Posted

This would be for

power 1 : 0.5-4.5 (int 0-4)

power 2 : 2-4.5 (int 2-4)

power 3 : 4.5 (int 4)

Total range 0-4, indeed.

This could be fine.

Just to compare, how many MP does being parried give you? 4 also? or 3? maybe 5? Tell me :D.

Posted

Well I think you must, it seems hard to do a bar that is not regular.

Also it's not 1/8, if you read this thready completely, you'll notice MP goes up to 15, 1/8 would be nearly 2, not 4.

Posted

Indeed, your estimation was good, I counted the pixels myself, and it's 1/8,4 (yea I'm like that, some crazy guy).

So there's a missing piece of the following :

1) Your meter does not indicate the parry MP increase (maybe you were not parried, or maybe you just regenerated MP right after (shii cho regens fast)).

2) The bar is not regular, it's as you said, harder to fill in the begining, easier at the end.

3) Razorace gave us fake information to toy with our brains, sadistic one.

Gotta inquire to find which one is true.

Posted
I believe the MP cost of getting parried is 4.

 

else

{//standard attack

//set blocker

#ifdef _DEBUG

mechBlocker->behaveMode = SABBEHAVE_BLOCK;

#endif

 

//set attacker

if(parried)

{//parry values

if(attacker->client->ps.saberMove == LS_A_LUNGE)

{//attacker's lunge was parried, force mishap.

*attackerMishap = SabBeh_RollBalance(attacker, mechAttacker, qtrue);

}

else

{

*attackerMishap = SabBeh_RollBalance(attacker, mechAttacker, atkparry);

}

SabBeh_AddBalance(attacker, mechAttacker, 2, qtrue);

#ifdef _DEBUG

mechAttacker->behaveMode = SABBEHAVE_ATTACKPARRIED;

#endif

attacker->client->ps.userInt3 |= ( 1 << FLAG_PARRIED );

 

SabBeh_AddBalance(blocker, mechBlocker, -3, qfalse);

}

Doesn't look like its 4 to me. We need to change that especially in the new combat since the attack parries happen less now. Would someone who's not going to work now bug ticket looking into that?

Posted

Oops, I guess is is 2. Maybe we reduced it from 4 since it was too much. :)

 

Anyway, from memory, attack parries only force Mishaps, they don't actually cause more MP than a normal parry.

Posted

But if the attacker suffers a mishap, like a slow bounce or a butter finger thing (I think it's possible with attack parry but not sure anymore), he'll lose 3 MP for suffiring a mishap, and gain 2 for being parried, right? So he'll lose 1 MP.

Or does it behave in another way, like... only gain MP, or only lose MP?

Posted

From the code, you can see that he "Rolls" Mishap (and gets mishapped) before the additional MP is added. As such, the +2 MP is added after the MP reduction from the mishap.

Posted

But I think attack parries should not give as many MP as normal parry, like 3 for attack parry and 4 for normal parry. Because attack parry already forces a mishap.

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