mirror of
https://github.com/polserver/polserver
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86 lines
2.1 KiB
XML
86 lines
2.1 KiB
XML
<?xml version="1.0"?>
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<?xml-stylesheet type="text/xsl" href="attack.xslt" ?>
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<!DOCTYPE ESCRIPT SYSTEM "attack.dtd">
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<ESCRIPT>
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<header>
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<topic>Pseudocode for the core combat system.</topic>
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<datemodified>08/31/2015</datemodified>
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</header>
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<pre>
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if( Attack sys hook is loaded )
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call hook
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if hook returned 1, exit
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endif
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if( weapon is projectile )
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if( consume ammo hook is loaded)
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call it
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else
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try to comsume projectile
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if none, exit
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endif
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endif
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repsys effects
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if( weapon is projected )
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play sound and animations
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else
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play attack anim
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endif
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if( CombatAdvancement sys hook is loaded )
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call it
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else
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THE CORE DOESN'T ADVANCE ANY SKILLS
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endif
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hit_chance = (weapon_attribute + 50.0) / (2.0 * opponent_weapon_attribute + 50.0)
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hit_chance += hitchance_mod * 0.001
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hit_chance -= opponent_evasionchance_mod * 0.001
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if( random_float(1.0) < hitchance )
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play hit sounds and anims
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damage weapon (1 in 100 chance to lose 1 hp)
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damage = random_weapon_dice_damage * weapon_hp / max_weapon_hp + weapon_damage_mod
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damage_multiplier = tactics + 50
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damage_multiplier += strength * 0.2
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damage_multiplier *= 0.01
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damage *= damage_multiplier
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if( opponent has shield )
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call ParryAdvancement sys hook
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parry_chance = opponent_parry_skill / 200.0
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if( random_float(1.0) < parry_chance )
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display parry success
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damage -= opponent_shield_ar
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endif
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endif
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if( weapon has no hit script )
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choose armor piece hit based on zone coverage percentage
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blocked = armor piece ar + character ar_mod
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absorbed = blocked / 2
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blocked -= absorbed
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absorbed += random_int(blocked+1)
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damage -= absorbed
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if( damage >= 2.0 )
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damage *= 0.5
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endif
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1 in 100 chance for armor piece to lose 1 hp
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play hit animation
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applydamage(damage)
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else
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choose armor piece hit based on zone coverage percentage
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calc base & raw damage (exactly like above if no hit script)
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run hit script
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(Core doesn't damage armor if hitscript, do it in the script)
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endif
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else
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play weapon miss sound
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call hitmiss hook
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endif
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</pre>
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</ESCRIPT>
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