Difference between revisions of "Combat Style"

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Combat Styles are used to govern the choices made in combat, such as attacking, dodging, blocking, and so on. In the Construction Set Object Window, the Combat Styles entry is located under the Miscellaneous section.
Combat Styles are used to govern the durations of some actions (or lack of any action) and the choices made in combat, such as attacking, dodging, blocking, and so on. In the Construction Set Object Window, the Combat Styles entry is located under the Miscellaneous section.


The Combat Style dialog is divided into four sections:
The Combat Style menu is divided into four sections:


*Melee Decision: This is where you define values used in the Melee Decision
*Melee Decision: This is where you define values used in the Melee Decision (blocking and attacking.)


*Maneuver Decision: This is where you define values used in the Maneuver (dodge) Decision
*Maneuver Decision: This is where you define values used in the Maneuver (dodge) Decision.


*Ranged Combat: This is where you define values used to determine when the actor will switch between Ranged and Melee combat
*Ranged Combat: This is where you define values used to determine when the actor will switch between Ranged and Melee combat, and what is considered the actor's preferred ranged combat distance.


*Flags: This section contains check-boxes, which modify the behavior of an actor in combat.
*Flags: This section contains check-boxes, which modify the behavior of an actor in combat.
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The Melee Decision section is where you define how the Melee Decision is made, including how Power Attacks are handled & selected.  
The Melee Decision section is where you define how the Melee Decision is made, including how Power Attacks are handled & selected.  


*'''Block % Chance:''' This is the base percentage chance that the actor will block with a Melee Decision is made. This is modified by the actor's Block skill and whether or not the opponent is currently attacking. See the Advanced Settings section for more information when regarding advanced modifiers.  
*'''Block % Chance:''' This is the base percentage chance that the actor will block when a Melee Decision is made. This is modified by the actor's Block skill and whether or not the opponent is currently attacking. See the Advanced Settings section for more information when regarding advanced modifiers.  


*'''Attack % Chance:''' This is the base percentage chance that the actor will attack when a Melee Decision is made. There are three modifiers that are added to this percentage chance - the percentage chance is modified based on the actor's relevant Attack skill and whether or not the opponent is currently attacking.  
*'''Attack % Chance:''' This is the base percentage chance that the actor will attack when a Melee Decision is made. There are three modifiers that are added to this percentage chance - the percentage chance is modified based on the actor's relevant Attack skill and whether or not the opponent is currently attacking.  
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*'''Dodge % Chance:''' This is the base percentage chance that the actor will dodge. This is be modified based on the actor's speed, fatigue, and whether or not the opponent is attacking. See the Advanced Settings section for more information.  
*'''Dodge % Chance:''' This is the base percentage chance that the actor will dodge. This is be modified based on the actor's speed, fatigue, and whether or not the opponent is attacking. See the Advanced Settings section for more information.  


*'''Left/Right % Chance:''' If a chance to dodge left or right is specified, the actor will appropriately strafe left or right (usually attempting to circle around their opponents), unless the strafing animations are not present. Setting the number to 100 means an actor will dodge left and right exclusively.  
*'''Left/Right % Chance:''' If a chance to dodge left or right is specified, the actor will appropriately strafe left or right (usually attempting to circle around their opponents), unless the strafing animations are not present. Setting the number to 100 means an actor will dodge left and right exclusively.
 
*'''Acrobatic Dodge % Chance''' If a chance to perform an acrobatic dodge is specified, the actor will use the 'acrobatic' dodging animations. For NPCs, this means they use the 'dodge' abilities the player gains when becoming a Journeyman of Acrobatics. For creatures, this means they will use whatever 'acrobatic' dodge animations are assigned to them. Asides from special animations, Acrobatic Dodge % Chance is no different than any normal dodge.
: The Acrobatic Dodge % Chance is 0% by default.


*'''Idle Timer:''' If the Maneuver Decision indicates the actor should remain idle, the actor will remain not perform a Maneuver Decision for the time stated. The time is in real-world seconds.  
*'''Idle Timer:''' If the Maneuver Decision indicates the actor should remain idle, the actor will remain not perform a Maneuver Decision for the time stated. The time is in real-world seconds.  
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'''Attack Skill Modifier''' – fAIDefaultAttackSkillBase, fAIDefaultAttackSkillMult
'''Attack Skill Modifier''' – fAIDefaultAttackSkillBase, fAIDefaultAttackSkillMult


The attacking actor’s relevant Attack skill, as modified by the actor’s luck, is used in a formula to improve or decrease actor total chance to attack. The bonuses are applied after Recoil/Stagger, Unconscious, and Hand-to-Hand bonuses are appliedd. The formula is:
The attacking actor’s relevant Attack skill, as modified by the actor’s luck, is used in a formula to improve or decrease actor total chance to attack. The bonuses are applied after Recoil/Stagger, Unconscious, and Hand-to-Hand bonuses are applied. The formula is:


:: Modifier = Base + Mult * ( Skill / 100 )
:: Modifier = Base + Mult * ( Skill / 100 )
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==Notes:==
==Notes:==
If an actor style with a combat style which has the ''Prefers Ranged'' tag active, and the ''Switch Dist (melee, ranged)'' values set to to 0.0000, 0.0001, the actor will never refrain from using ranged combat. An actor may sheathe and immediately unsheathe their ranged weapon upon entering melee combat.
If an actor's combat style has the ''Prefers Ranged'' tag active, and the ''Switch Dist (melee, ranged)'' values set to to 0.0000, 0.0001, the actor will never refrain from using ranged combat. An actor may sheathe and immediately unsheathe their ranged weapon upon entering melee combat.


[[Category:Miscellaneous]]
[[Category:Miscellaneous]]
[[Category:Combat]]
[[Category:Combat]]