zarqon
Well-known member
It's probably been about a year since I first started planning my combat consult script, the last in my consult script trilogy, the omega, the 3 of 3, the denouement.
I'm starting to get sick of it being on my to-do list, so I'm requesting your help with one of the many tasks involved, freeing me to work on some of the others. I need a few maps (4, actually) to provide information about combat options.
Combat Items
The first is a map of combat items with the following structure:
The dmg formula will use ZLib's eval() function (which uses mafia's modifier_eval() function) to arrive at a result. The result should be the average amount of damage done by throwing this item.
The dmgtype variable contains a comma-delimited list of elements, i.e. "hot,cold,physical". Spaces don't matter. The script will assume an even distribution of damage among those types -- if it's otherwise, let me know.
The special field is described in more detail several posts below. It should contain additional combat results from using the item: delevel, stun, hp, mp, and meat. In addition, only for combat items, this field will contain the text "multi" if the item is guaranteed to not be consumed on use.
Combat Skills
The second map is for combat skills and has this structure:
All of these fields are identical to the fields used for combat items above.
Combat Gear
The third map is for gear which may have an effect in combat that is not already included in mafia's numeric modifiers:
Fields here are identical to the above, but there will be handling for a special flag "retal" in the special field -- including "retal" (short for "retaliation") in the special field means that the specified damage/other results will only occur when the monster successfully hits you.
Combat Effects
The fourth map is for effects which may have an effect in combat that is not already included in mafia's numeric modifiers:
Fields here are identical to the fields for gear, including the use of "retal".
How to Help
Some people have decided to put the maps-in-progress on Google Spreadsheets, where they can be edited concurrently without the risk of overwriting another person's changes. So until it gets finished, here's where to go to edit it. Note at the bottom that there are multiple sheets!
If you have any questions about what to do for any special cases that may arise, feel free to ask them here.
Thanks oodles to all helpers! If we complete these, they would certainly be useful for other consult CCS's as well, not just mine.
I'm starting to get sick of it being on my to-do list, so I'm requesting your help with one of the many tasks involved, freeing me to work on some of the others. I need a few maps (4, actually) to provide information about combat options.
Combat Items
The first is a map of combat items with the following structure:
PHP:
record combat_rec {
string dmg; // damage formula
string dmgtype; // types of damage done
string special; // comma-delimited list of other combat results, multi-use
};
combat_rec[item] throwables;
The dmg formula will use ZLib's eval() function (which uses mafia's modifier_eval() function) to arrive at a result. The result should be the average amount of damage done by throwing this item.
The dmgtype variable contains a comma-delimited list of elements, i.e. "hot,cold,physical". Spaces don't matter. The script will assume an even distribution of damage among those types -- if it's otherwise, let me know.
The special field is described in more detail several posts below. It should contain additional combat results from using the item: delevel, stun, hp, mp, and meat. In addition, only for combat items, this field will contain the text "multi" if the item is guaranteed to not be consumed on use.
Combat Skills
The second map is for combat skills and has this structure:
PHP:
combat_rec[skill] castables;
All of these fields are identical to the fields used for combat items above.
Combat Gear
The third map is for gear which may have an effect in combat that is not already included in mafia's numeric modifiers:
PHP:
combat_rec[item] wearables;
Fields here are identical to the above, but there will be handling for a special flag "retal" in the special field -- including "retal" (short for "retaliation") in the special field means that the specified damage/other results will only occur when the monster successfully hits you.
Combat Effects
The fourth map is for effects which may have an effect in combat that is not already included in mafia's numeric modifiers:
PHP:
combat_rec[effect] intrinsics;
Fields here are identical to the fields for gear, including the use of "retal".
How to Help
Some people have decided to put the maps-in-progress on Google Spreadsheets, where they can be edited concurrently without the risk of overwriting another person's changes. So until it gets finished, here's where to go to edit it. Note at the bottom that there are multiple sheets!
If you have any questions about what to do for any special cases that may arise, feel free to ask them here.
Thanks oodles to all helpers! If we complete these, they would certainly be useful for other consult CCS's as well, not just mine.
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