Combat System Help

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Started by Rinobi 1 posts View original ↗
  1. Okay. I'm putting together a combat system which will incorporate both melee and ranged attacks as well as slashing, piercing, and force type attacks. These attacks can be physical or magic, and also have elemental properties such as fire, water, wind, earth.

    See, the type of attack available is based on the weapon equipped, the type of attack made is based on the skill used.

    For example: If the player equips a sword, he/she will be able to use both slashing and piercing attacks. However, if the player equips a Warhammer, he/she will only be able to use force attacks. The exception would be special skills.

    The type of weapon may also dictate whether or not the attack is ranged or melee, again special skills would be an exception. This is important because both player and enemy alike will be able to take a Close, Flying, or Distant state.

    I need it to work something like this:

    Attacks: Ranged/Melee

    States: Close/Distant/Flying

    Attacker (Close) vs Target (Close): Ranged attacks are less effective.

    Attacker (Close) vs Target (Distant): Melee attacks will not hit the target.

    Attacker (Close) vs Target (Flying): Melee attacks may not hit the target. Any damage may stun the target and end flight.

    Attacker (Distant) vs Target (Close): Melee attacks are unusable.

    Attacker (Distant) vs Target (Distant): Melee attacks are unusable, ranged attacks have reduced accuracy, ranged attacks deal increased damage.

    Attacker (Distant) vs Target (Flying): Melee attacks are unusable, ranged attacks have reduced accuracy, ranged attacks deal increased damage. Any damage may stun the target and end flight.

    Attacker (Flying) vs Target (Close): Melee attacks have increased critical hit rate, but reduced damage. Ranged attacks deal more damage but have reduced accuracy.

    Attacker (Flying) vs Target (Distant): (See above)

    Attacker (Flying) vs Target (Flying): Any damage may stun the target and end flight.

    If you’re wondering about the relevance of slashing, piercing, and force attacks… These types of attacks cause negative status effects such as injury, bleeding, and stuns. Counter skills react specifically to one of these types of attacks. Also, armors have different rates of slashing, piercing, and force protection.

    Another way of looking at it...

    Melee/Ranged -> Physcal/Magic -> Slashing/Piercing/Force -> Fire/Water/Wind/Earth

    Attack Range -> Attack Type -> Attack Method -> Attack Element

    So any attack skill used would carry at least 4 elements.

    I’m trying to figure out how I would go about implementing this into the combat system in an efficient manner. One might think you’d just use elements and states, however, it doesn’t appear to be that simple in practice. I'm probably going to need a script for greater control over elements, but I'm not sure yet. I would greatly appreciate your help.