(CRITCHANCE + ((TOHIT−RND(1,100))/10))%
(CRITCHANCE + ((TOHIT−RND(1,100))/10))%
if (get_sfall_global_int("weaponty") == small_arms_type) then begin
if random(1,1000) > (get_critter_stat(attacker, STAT_pe)*10) + (has_skill(attacker, SKILL_REPAIR)) + (has_skill(attacker, SKILL_SMALL_GUNS)*2) then begin
if random(1,100) > 65 + (get_critter_stat(attacker, STAT_lu)*3) then begin
hit:=0;
end
end
end
UniversalWolf said:Possible solution to stimpack abuse: Stimpack Addiction.
Either that or just exterminate them from the game entirely and only allow SuperStims, which already have a drawback, Force the player to get along with Doctor and First Aid, for once.
You would need to be very careful with this idea; while it could potentially increase the desire to replay the game, you could drastically unbalance areas by allowing certain weapons to show up to early in the game (player might not have the skill for the weapon but the value of the weapon might offer money to the player that was not available previously) or weapons you need later to not show up at all, and you would have to be sure items necessary to quest lines were all accounted for (I'm not sure I could handle not being able to complete a quest because the item I need still didn't show up on my third entry to a map).JimTheDinosaur said:I don't really like eliminating stuff from the game, though you did give me an idea for a script that randomizes gear in containers and inventories on first entering a map. Shouldn't be too hard and would enhance the whole scavenging theme.
Glovz said:You would need to be very careful with this idea; while it could potentially increase the desire to replay the game, you could drastically unbalance areas by allowing certain weapons to show up to early in the game (player might not have the skill for the weapon but the value of the weapon might offer money to the player that was not available previously) or weapons you need later to not show up at all, and you would have to be sure items necessary to quest lines were all accounted for (I'm not sure I could handle not being able to complete a quest because the item I need still didn't show up on my third entry to a map).
Just some words of warning.
#define normal(x) (-3 + (has_skill(x, SKILL_REPAIR)/50))
#define laser(x) (-5 + (has_skill(x, SKILL_REPAIR)/50) + (has_skill(x, SKILL_SCIENCE)/50))
#define plasma(x) (-5 + (has_skill(x, SKILL_REPAIR)/50) + (has_skill(x, SKILL_SCIENCE)/50))
#define explosion(x) (-5 + (has_skill(x, SKILL_REPAIR)/50) + (has_skill(x, SKILL_TRAPS)/50))
#define electrical(x) (-5 + (has_skill(x, SKILL_REPAIR)/50) + (has_skill(x, SKILL_SCIENCE)/50))
#define fire(x) (-5 + (has_skill(x, SKILL_REPAIR)/50) + (has_skill(x, SKILL_TRAPS)/50))
agilitymod:=(((get_critter_stat(target, STAT_ag)) - ((get_critter_stat(target, STAT_dmg_thresh) ^ 4)*4) - ((get_critter_stat(target, STAT_dmg_thresh) ^ 12)*6) + (get_critter_extra_stat(target, STAT_unused)) + ((has_trait(TRAIT_PERK, target, PERK_dodger) > 0)*3) + ((has_trait(TRAIT_PERK, target, PERK_dodger) > 1)*3) + ((has_trait(TRAIT_PERK, target, PERK_dodger) > 2)*3) + (hthevade))*2);
targetexhaustion:=(get_sfall_global_int("combattu") - get_critter_stat(target, STAT_en))*((get_critter_extra_stat(target, STAT_unused)*0.5)+(weightmodtarget*0.5));
{142}{}{[Panic suddenly takes a hold of you, and your legs momentarily feel like they are made of lead.]}
{143}{}{[Panic suddenly hits you, and steadying your hands becomes almost impossible.]}
{144}{}{[You're suddenly overcome with fear of the enemy, and convincing yourself to attack would take more effort than ever.]}
{313}{}{. I have the honor of being your final challenge. My task is to first test your resolve, then your physical prowess.}
{314}{}{Listen, me standing here covered in giant ant-entrails or whatever the hell this purple stuff is should be proof enough of my resolve, buddy, so you can just skip that part right away.}
{315}{}{How do you plan on testing my resolve?}
{316}{}{Re...solve?}
{317}{}{Just one simple question. This village has shielded you all your life from the horrors of the wasteland; but soon you will have to face these horrors head on. How do you plan on coping with this?}
{318}{}{I'll probably have some liquid resolve now and then to steady the nerves. But if the Elder asks, tell her I said something about the plight of the village, or whatever.}
{319}{}{My resolve will not falter because I will know that my cause is just.}
{320}{}{Let's just say that I'll make sure that these horrors befall others, not me.}
{321}{}{I'll cope just fine, now get to the last part already.}
{322}{}{[Your venomous breath tells Cameron all he needs to know.]}
{323}{}{Me know good.}
{324}{}{Maybe me horror.}
{326}{}{Muh. [You can't help but wonder whether you couldn't have been more eloquent there.]}
{325}{}{Very well. As to your final challenge, to continue in your quest you must defeat me in unarmed combat. Shall we begin?}
I propose that we make a dramatic change to the way weapons are carried in the game. They can still fire and use AP, and all that stuff...but I think the PC should be greatly restricted to how many weapons they can hold (the maximum that can be carried). It's not just realistic, but strategic. As well the script that causes guns to critically fail should be applied to every mechanical weapon - (exclude unarmed and melee weapons). These guns should be pron to more failures, and that will make 'working weapons' far more valuable and desirable. The maximum weapons that can be carried by a player should be something like - (feel free to improve the combinations).
2 Pistols and 1 Rifle...or
2 Rifles and 1 *Pistol...or
1 Big-gun and 1 Pistol...or
1 Mini-gun and 1 Pistol...or
1 Rocket-Launcher and 1 Pistol...or
1 Melee, 1 Pistols and 1 Rifle or
2 Unarmed, 1 Melee, and 1 Pistols...
*You can exchange the Pistol for a Unarmed weapon - i.e. Spiked Knuckles.
So if someone finds a spare weapon in the wastelands, then bad luck you cant carry it unless you drop a current weapon. If we change the ammo capacity - half as much ammo, but %150 the price,...
Also the weight you carry affects your action points.
You're greedy, very greedy...every little thing not tied down goes straight into your pocket, but the game doesn't care because you can carry 200Ibs of shit before you feel it. Well you probably wouldn't be so greedy if the weight you carry actually reduced your AP in combat. So go for it fat fingers, only know this, when the fight starts you have less AP then normal and the enemy will cream you. Maybe for every 100Ibs+ you lose 1 AP.
Strength....Weight Carried....AP Penalty
1....................50......................0
2....................75......................0
3....................100.....................0
4....................125.....................1
5....................150.....................1
6....................175.....................1
7....................200.....................1
8....................225.....................2
9....................250.....................2
10...................275.....................2
Although at 10 strength your might be considered super strong...if you carry 200Ibs+ you can't expect to be able to run around with ease IMO. I think the only exception would be if you wear Power Armor - that armor does all of the lifting for you.
Now as for the first-aid skill - the idea is to make the damage healed reflect your actual skill...for example.
*First-Aid Skill 00 - 30 = 1 to 5 health points.
*First-Aid Skill 30 - 60 = 1 to 10 health points.
*First-Aid Skill 60 - 90 = 5 to 15 health points.
*First-Aid Skill 90 - 120 = 10 to 20 health points.
*First-Aid Skill 120 - 150 = 15 to 25 health points.
Could armor have hit points...lets say Leather armor had 300 hit points (armor points), and over time as you fight the various encounters your armor gets worn down (10% of actual damage), so eventually its a tattered rag - lets say at its worse it loses 80%+ of it defensive qualities. It would mean players have to source new armors during the game, or die - very Arcanum.
For example -
Leather Armor -
Damage Resistance
100% = 300hp..........80% = 240hp..........60% = 180hp..........40% = 120hp.........20% = 60hp
NORM.....25...........NORM...20.............NORM....15............NORM....10.........NORM.....05
LAS .......20...........LAS...15................LAS....12...............LAS....08.............LAS.....03
FIRE.......20...........FIRE...15...............FIRE....12..............FIRE....08............FIRE.....03
PLAS .....10...........PLAS...08...............PLAS....06..............PLAS....04...........PLAS.....02
ELEC .....30...........ELEC...25...............ELEC...20..............ELEC....15...........ELEC.....10
EXPL .....20...........EXPL...15...............EXPL....12..............EXPL....08...........EXPL.....03
EMP ......500..........EMP ....500.............EMP ....500............EMP ....500.........EMP ......500
Naturally different armors would have difference armor points - all the sudden the repair skill becomes quite useful. Gather the right raw materials and repair your armor - the simple armors that is (leather + metal) - combat armor, and the two Power armors would be impossible to fix. The funny thing is I've already built the damage armor artwork for another project.
Each stage would require new protos...and some way of telling the player how damaged their armor is.
I propose that we make a dramatic change to the way weapons are carried in the game.
Stimpaks and money have an actual weight. For instance stimpaks = .2 Ib and coins = .02 Ib.
Every object has a size, eg: 10mm SMG = 3, while a spear = 4. So restricting players to a certain "carryable" amount shouldn't be too difficult.
Also the weight you carry affects your action points.
One other thing - Stealing a weapon from a critter should also be extremely difficult - 100% steal could get you a pistol with a luck role, and ammo, but not much else - 150% a rifle - 200% anything your heart desires. So the steal skill is linked to the actual size of the object.
Now as for the first-aid skill - the idea is to make the damage healed reflect your actual skill...for example.
*First-Aid Skill 00 - 30 = 1 to 5 health points.
*First-Aid Skill 30 - 60 = 1 to 10 health points.
*First-Aid Skill 60 - 90 = 5 to 15 health points.
*First-Aid Skill 90 - 120 = 10 to 20 health points.
*First-Aid Skill 120 - 150 = 15 to 25 health points.
Could armor have hit points
Glovz said:@Jim
Modding any proto file can (and probably should) be dome through the mapper.
But there is always Cubik's tool:
http://cubik2k.w.interia.pl/en_index.htm
JimTheDinosaur said:The only reason I mentioned was because I was so surprised the guys at Mutants Rising didn't know items had a size (unless I misread .Pixote's comment), so I assumed proto editors chose not to display that value.
JimTheDinosaur said:The only reason I mentioned was because I was so surprised the guys at Mutants Rising didn't know items had a size (unless I misread .Pixote's comment), so I assumed proto editors chose not to display that value.
BTW, Jim, don't your many changes to engine calculations and such influence the reliability of your playthroughs? I've made two large systems so far (food system for my mod and first aid/doctor system for MR), adding new features and stuff, and it always messes something up, and it is rarely clear what the problem is.
I don't mean to undermine your expertise or skill, but have you tested your game with all these changes applied? Sometimes problems emerge only after several hours into the game, after you've saved a lot and reloaded a couple of times etc.
Just curious, really.