Here are some notes I've written the last day or so as I've gotten to the
bulk of the "big stuff" (moving stuff about, consolidating the big methods
of melee combat, etc.) that I've noticed are fairly small inconsistencies
between monster and player combat. I don't think changing any of them is
really any big shift, but I wanted to at least discuss what I'd found thus
far to get an idea as to how willing the current dev team is to making small
to moderate changes in really unifying the differences between monster and
player combat.
1) Zin does not output messages when he stops allied monsters from attacking
under normal circumstances, however there is output when he stops
friendly,
confused (or berserk) monsters from attacking. This behavior is not
different
from the norm and not having it would simplify the unification of the
code.
2) Zin stops friendly monsters from attacking while confused, but does not
stop,
nor punish the player for attacking (and even killing) while confused
inside
a sanctuary.
3) Stabbing for players (apply_defender_ac) bypasses
random2(1 + defender_ac - random2(SK_STABBING / stab_bonus)) armour
class,
monsters only get *5/2 damage (not in favor of changing this).
4) Orcish monsters get a bonus damage of 1, 50% of the time when using an
orcish
weapon. Dwarves/Elves/Demons get no bonuses for wielding matching
weapons.
Orcish players get +1 damage 50% of the time, Elvish players get 50%
chance
of +2 to-hit, else +1 to-hit, Demonic players get random2(3) damage.
Orcish players who follow Beogh (not under penance) get (to damage) :
+1 damage if piety > 80 ||coinflip()
+random2avg(piety [max of 180] / 33, 2) [0 to 5ish]
+1 to-hit
5) Players who can't see themselves (wait..what?) get -5 to-hit, all player
transformations have random2maybe bonuses of 9-11 (excluding PIG form),
invisible monsters are -6 to-hit (invisible players are *65/100 to-hit),
monsters are -5 to-hit if confused (players don't seem to have a to-hit
confusion penalty).
6) Player stabbing gives a (player_stab) SK_STABBING + dex + 1 in 200 chance
of
stunning a target of a stab for random2(dex + 1) (cannot bring monster
energy into the negatives).
This contributes very little to stabbing mechanics since monsters do not
get
to act as a result to a stab anyways, so all this does is (fairly rarely,
an
average char who lets stabbing get to 27 [very few actually do] with 30
dex
still only has a 1/4 chance of this happening) potentially remove an
extra
turn of action for a monster who is almost certainly at very little HP,
if
alive at all. The act of stabbing is quite powerful (the approach is what
becomes problematic in the late game), I see very little need for this.
Regards,
Robert Burnham
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