The Dink Network

good setup for knight graphics?

April 11th 2011, 07:25 AM
knights.gif
merder
Peasant He/Him Netherlands
The Voice in the back of your head! 
i have been fiddling around in different aspects and well sofar everything works except for the fact the script now whenever attacking is stuck in an attack loop which in meele combat works in the knight's advantage but in ranged is too dang easy to exploit(the combat system alone is easy enough to exploit let alone with an attack loop).

well here is the brain setup for the battle.

void main (void)
{
sp_base_walk(&current_sprite,280);
sp_base_attack(&current_sprite,730);
sp_brain(&current_sprite,9);
sp_defense(&current_sprite,5);
sp_distance(&current_sprite,150);
sp_range(&current_sprite,100);
sp_exp(&current_sprite,4899);
sp_hitpoints(&current_sprite,200);
sp_speed(&current_sprite,1);
sp_defense(&current_sprite,5);
sp_strength(&current_sprite,25);
sp_timing(&current_sprite,66);
sp_target(&current_sprite,1);
}


so what should i change so it is battle is more balanced out?(won't fiddle with the health and strength or defense too much because i doubt it should give experienced players too much trouble).
April 11th 2011, 08:04 AM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
It would probably be easier to use one of the already made scripts from the directory and tweak it from there. Writing an enemy's script fresh sucks.
April 11th 2011, 08:07 AM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
After re-reading your post, that was probably terrible advice. Just woke up, sorry.
April 11th 2011, 08:08 AM
knights.gif
merder
Peasant He/Him Netherlands
The Voice in the back of your head! 
I know but from scratch does somehow give you more freedom in it. might do so this evening(my evening off-course).

edit:
After re-reading your post, that was probably terrible advice. Just woke up, sorry.

I see well hope someone can help me later and well probably clicked the reply the instant you typed your second post(happens more often then you'd think).
April 11th 2011, 09:06 AM
spike.gif
sp_attack_wait() is used to prevent enemies from getting stuck in an attack loop... The sp_distance() and sp_range() values are also way off, if you're using the basic knight graphics. sp_range() is how far away the knight can *actually* hit Dink (so it should correspond to where the attack graphic looks like it should be hitting), and sp_distance() is how far away the knight will *try* to hit Dink. With a differerence of 50 between those values, the knight is really easy to bait into attacking, without it actually being able to hit Dink.
April 11th 2011, 09:53 AM
knights.gif
merder
Peasant He/Him Netherlands
The Voice in the back of your head! 
ok guess need to find a newer reference then because the attack wait command i couldn't find in the one i had. though for this speciffic knoght might make the gap different due to being a boss and thus wanting it harder to be able to dodge his blows.
April 11th 2011, 10:02 AM
spike.gif
Hmm, it should be there... You *could* also check it from an existing monster script, even if you're not going to straight-monkey it out of there.
April 11th 2011, 10:33 AM
knights.gif
merder
Peasant He/Him Netherlands
The Voice in the back of your head! 
yeah will use it for "reference" even though attack, defense, hp and EXP(even if just to annoy the player for allmost leveling after the fight )will stay the same as is scripted now. after the boss(es) is(are) done just the ending and i can submit it.