an attempt to have an easy weapon/shield/armor system

Post ideas & suggestions you have pertaining to the game here.
Post Reply
User avatar
Betelgeuse
Fleet Officer
Fleet Officer
Posts: 1920
Joined: Sun Mar 05, 2006 6:31 am

Just some thoughts on a way to put in a new damage system (plus any effects) into a weapon/shield/armor without over writing anything.

Weapons/shields/armor would have an onDamage event that would put the damage to be done to the shield or armor in a global.

They would have access to the following globals.

damage (the damage to be done after both weapon and shield/armor events happen, starts off as null)
weapon
shield
armor
attacking object
attacked object
angle hit
location hit
damage roll (how much damage the weapon would do before any modification)
shot object (for future use)

A coupler functions that would be nice to have would be.
(itmGetDamageType weapon) -> returns damage type
(itmGetResistance shield/armor damageType) -> returns the amount of damage the shield or armor would take to that damage type in the standard damage system.

The flow is a space object is hit the weapon event is called then the armor event is called and then if damage is null the standard formula is applied and damage is applied.


Any thoughts? Are there any kinds of weapon/shield/armor effects or damage systems that this could not handle? A major plus for this system is that no standard things have to be modified for modded item ondamage events.
Crying is not a proper retort!
User avatar
Prophet
Militia Captain
Militia Captain
Posts: 826
Joined: Tue Nov 18, 2008 6:09 pm

You'll have to check for other weapon attributes like WMD, Ion, Radiation, passthrough.

What about checking if the object is a friend or enemy and we would finally have a 'friendly-fire' setting! That would be sweet especially for autons and wingmen.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5421
Joined: Tue Feb 05, 2008 1:10 am
Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.

Prophet wrote:You'll have to check for other weapon attributes like WMD, Ion, Radiation, passthrough.

What about checking if the object is a friend or enemy and we would finally have a 'friendly-fire' setting! That would be sweet especially for autons and wingmen.
passthrough? so it hits something, deals damage, and continues going? Mind providing an in-code example? I'd like to use this.
(shpOrder gPlayership 'barrelRoll)
(plySetGenome gPlayer (list 'Varalyn 'nonBinary))
Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
User avatar
Atarlost
Fleet Admiral
Fleet Admiral
Posts: 2391
Joined: Tue Aug 26, 2008 12:02 am

AFAIK it's only used on the Katana Starcannon.

Code: Select all

	<ItemType UNID="&itStarCannon;"
			name=				"Katana star cannon"
			level=				"7"
			value=				"40000"
			mass=				"5000"
			frequency=			"common"
			modifiers=			"EnergyWeapon; MajorItem; Military; Specialty; Bushido"

			description=		"The star cannon fires a stream of high-energy ions. Star cannons are military weapons that cannot be used on civilian ships without a special ID."
			>

		<Image imageID="&rsItems1;" imageX="96" imageY="0" imageWidth="96" imageHeight="96"/>

		<Weapon
				type=				"beam"

				damage=				"ion:4d6-1"
				fireRate=			"12"
				lifetime=			"60"
				passthrough=		"50"
				powerUse=			"600"

				beamType=			"starblaster"
				primaryColor=		"0x00, 0x80, 0xff"
				secondaryColor=		"0x80, 0xc0, 0xff"
				sound=				"&snLaserCannon;"
				>
		</Weapon>

	</ItemType>
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5421
Joined: Tue Feb 05, 2008 1:10 am
Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.

and it's a % chance, right?
(shpOrder gPlayership 'barrelRoll)
(plySetGenome gPlayer (list 'Varalyn 'nonBinary))
Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
Stormhawk
Closed Account
Closed Account
Posts: 170
Joined: Tue Sep 04, 2007 6:31 pm
Location: Mining an Asteroid Belt

I think so, it certainly doesn't do it all the time.
This is our game. And George is our hero.
User avatar
Prophet
Militia Captain
Militia Captain
Posts: 826
Joined: Tue Nov 18, 2008 6:09 pm

If you combine passthrough and WMD you have a super base cracker weapon!
I think each hit after the first deals half the damage of the previous hit (100%, 50%, 25%.....) but still very effective.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
User avatar
Atarlost
Fleet Admiral
Fleet Admiral
Posts: 2391
Joined: Tue Aug 26, 2008 12:02 am

It could be full damage. 50% passthrough would only double average damage against an infinitely long target on an infinite range weapon.
Post Reply