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Old 07-02-2009, 10:13 AM   #1
Dinonykos
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Default The complexity of event-based combat

Finally (after several weeks of thinking), I have come to a "relatively" simple, yet functioning way to handle combats in the 3D-view mode. I have added combined screenshots of the whole event below. I guess a bigger/sizable window for event editing would be of help...

I will add some explanations later...
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File Type: png Combat_event.png (38.8 KB, 8 views)
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Old 07-02-2009, 11:15 AM   #2
manikus
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Default Re: The complexity of event-based combat

That's a nice long chain. One of these days I'll have to post one of my wandering monster chains from the Prohovost design.

I look forward to finding out what each of the buttons and logic block events do so that I could give you some more useful feedback.
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Old 07-02-2009, 11:35 AM   #3
Dinonykos
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Default Re: The complexity of event-based combat

Yep, I have just finished some comments which will help understanding what these events do...
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Old 07-02-2009, 11:40 AM   #4
Dinonykos
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Default Re: The complexity of event-based combat

Quote:
Originally Posted by manikus View Post
I look forward to finding out what each of the buttons and logic block events do so that I could give you some more useful feedback.
I think the new post explains a little more. I fear I won't be able to e.g. write a complete tutorial to this. I tried earlier when I had completed a similar (but worse) approach and did not make significant progress...

Quote:
Originally Posted by manikus View Post
That's a nice long chain. One of these days I'll have to post one of my wandering monster chains from the Prohovost design.
THIS would indeed be of great interest! Please do so!
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Last edited by Dinonykos; 07-02-2009 at 05:48 PM.
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Old 07-02-2009, 06:21 PM   #5
manikus
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Default Re: The complexity of event-based combat

I have some special insight into how this might work. I will be very interested to figure out the logic block part of it.

I'll see if I can put together a screen shot and comments tonight or tomorrow.
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Old 07-02-2009, 06:27 PM   #6
Dinonykos
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Default Re: The complexity of event-based combat

In the example shown here, a teleporter event is used to restart the event chains to make several rounds (to simulate, to some extent, a kind of energy for the monster). I have also done a slightly diferent setup of events for minor monsters (thieves, soldiers etc.) which retreat when the player does not die instantly, but re-attack later. This is mainly for step events.
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Old 07-02-2009, 06:45 PM   #7
manikus
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Default Re: The complexity of event-based combat

For the minor monsters, do the PCs get the chance to do them damage? If so, do you track this so that each time the thief, or whomever, attacks they are weaker?

This may be more complicated than you want, but I think a system using ASLs or quests could do that. It might be more trouble than it's worth though.
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Old 07-02-2009, 06:54 PM   #8
Dinonykos
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Default Re: The complexity of event-based combat

At the moment, it is that way that via a quest, it is tracked whether the PC hurt the enemy severely or only weekly. If the enemy is severely hurt several times, he will be finally defeated...

I could certainly make it more realistic, for example by calculating the damage the PC can cause and adding this "damage" (with some random changes) to the quest, and when a certain amount of damage (a certain quest stage) is reached, the enemy is defeated. However, I guess the relatively simple way I have done it now is okay.

Anyway, with this approach, it is for example possible to spare the life of an opponent or capture him or whatever - something that is not easily possible with the normal DC/FRUA combat...
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Old 07-02-2009, 07:13 PM   #9
manikus
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Default Re: The complexity of event-based combat

This would also allow for PCs to act as snipers (killshots) and as assassins.

That's me, always thinking of the devious side of things.
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Old 07-02-2009, 07:30 PM   #10
Dinonykos
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Default Re: The complexity of event-based combat

I am more the romantic type... chivalry and so on, you know? Well, at least, I want to have an adventure that also can be played by children around 10...
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