Difference between revisions of "Combat Style"

Jump to navigation Jump to search
596 bytes added ,  01:19, 9 January 2009
Left overs of the Spruce up
imported>Relax and Play
(Sprucing Combat Style article - much less jumbled text)
imported>Relax and Play
(Left overs of the Spruce up)
Line 1: Line 1:
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 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 distsance.


*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.
Line 60: Line 60:
*'''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.  

Navigation menu