U7 Combat system

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agentorangeguy
Posts: 565
Joined: Thu May 14, 2020 1:34 pm

U7 Combat system

Post by agentorangeguy »

I've got a few questions about the combat system. Which files run the combat system? If hard coded, how could it be decompiled to tweak it a little? Ranged combat is non existent right now because after an initial shot it's all a close range cluster mess. Someone had talked to me before about doing a overhaul of the combat system, making it turn based as in the u6 original. Seeing that there is paused combat, it almost seems possible.

so, which files would point to combat AI? How hard of a fix would it be to make combat function as it should, or maybe even better? Where would I start looking?
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Dominus
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Posts: 5656
Joined: Thu May 14, 2020 1:34 pm

Re: U7 Combat system

Post by Dominus »

Seems everything is in combat.cc, combat.h and combat_opts.h
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agentorangeguy
Posts: 565
Joined: Thu May 14, 2020 1:34 pm

Re: U7 Combat system

Post by agentorangeguy »

I think much of the combat issues seem to happen with people rushing the Avatar rather than the party. I experimented with 2 eggs, 1 egg of goblins and 1 egg of rangers. the rangers would attack the goblins intelligently with their bows, keeping distance (staying put rather than rushing in). Now, when I'd run in without an invisibility ring, the goblins would rush me for the most part rather than attacking at a range. Some goblins did stay at a range and attack other party members. Not sure why, but almost seemed like goblins set to "Random" were more likely to get all up in my face rather than attack from a distance.

Has anyone else done any combat testing? Would be interesting to hear anyone else's finds
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