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rules.txt
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rules.txt
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Rules
=====
Characters
==========
Body 0 - 12
Finesse 0 - 12
Mind 0 - 12
Bonus chart
===========
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 5 8 13 21 34 55 89 144 233
Combat
======
To Hit: normally automatic
Damage:
Modified damage: Weapon damage + weapon modifiers
Modified armour: Armour protection + armour modifiers
If modified armour is greater than twice the modified damage, no damage occurs, no critical chance
If modified armour is equal or greater than modified damage, 1 point of damage occurs, no critical chance
If modified armous is less than modified damage, the difference is amount of damage, critical chance
Critical hit:
chance as per weapon (separate roll)
damage as per weapon
+--------------+-----------+-------+---------+
| Armour | Damage | Speed | Casting |
| | reduction | | |
+==============+===========+=======+=========+
| Robes | | 1 | +1 |
+--------------+-----------+-------+---------+
| Leather | 1 | 1 | - |
+--------------+-----------+-------+---------+
| Chainmail | 2 | 0.9 | -1 |
+--------------+-----------+-------+---------+
| Scale mail | 3 | 0.7 | -2 |
+--------------+-----------+-------+---------+
| Plate mail | 5 | 0.5 | -3 |
+--------------+-----------+-------+---------+
| Shield | 1 | 1 | -1 |
+--------------+-----------+-------+---------+
+--------------+--------+----------+----------+----------------+----------+------------+----------+
| Weapon | Damage | Critical | Critical | Damage Types | Type | Weight | Rarity |
| | | Range | Damage | | | class | |
+==============+========+==========+==========+================+==========+============+==========+
| Dagger | 2 | 10 | 2 | pierce | simple | light | common |
+--------------+--------+----------+----------+----------------+----------+------------+----------+
| Sword | 2 / 2 | 12 | 2 | slash / pierce | martial | one-handed | uncommon |
+--------------+--------+----------+----------+----------------+----------+------------+----------+
| Axe | 2 / 2 | 12 | 2 | slash / crush | martial | two-handed | uncommon |
+--------------+--------+----------+----------+----------------+----------+------------+----------+
| Club | 3 | 11 | 3 | crush | simple | one-handed | common |
+--------------+--------+----------+----------+----------------+----------+------------+----------+
| Warhammer | 7 | 12 | 7 | crush | martial | two-handed | rare |
+--------------+--------+----------+----------+----------------+----------+------------+----------+
| Spear | 5 | 11 | 5 | pierce | martial | one-handed | rare |
+--------------+--------+----------+----------+----------------+----------+------------+----------+
| Whip | 3 | 11 | 3 | slash | exotic | one-handed | common |
+--------------+--------+----------+----------+----------------+----------+------------+----------+
| Sickle | 3 | 10 | 3 | slash | exotic | light | common |
+--------------+--------+----------+----------+----------------+----------+------------+----------+
| Morning star | 2 / 2 | 12 | 2 | crush/pierce | martial | one-handed | uncommon |
+--------------+--------+----------+----------+----------------+----------+------------+----------+
Weapon Enchantments
===================
Keen: -1 critical range (only bladed weapons)
Elemental: elemental damage (pierce -> pierce/fire, slash/pierce -> slash/pierce/fire)
fire, frost
+n/m: +n/m to damage / critical damage
Balanced: -1 to hit
Adamantine: -1 critical range, *0.5 to damage, *0.7 to speed
Armour Enchantments
===================
Adamantine: *0.5 bonus (not applicable for leather), *0.7 to speed
+n/m: +n/m to bonus / damage reduction
Feats
=====
Two-weapon fighting: Dual-wielding penalty 0 / +1 (0 / 0 if secondary is light weapon)
Weapon skill: simple weapons
Weapon skill: martial weapons
Weapon skill: exotic weapons
Skilled: weapon: -1 to hit
Mastery: weapon: -2 to hit
Unarmed combat: opponent has only -1 when attacking with weapon
Unarmed mastery: opponent receives no bonus when attacking with weapon
Disarm: -2 to hit, can try to disarm opponent if fighting unarmed
Disarm mastery: -1 to hit, can try to grab opponents weapon
Interceptor: +1 for opponent to hit with ranged weapon (must use unarmed combat or light weapon?)
Magic
=====
Summoning only: sigil required for summon: Mind check + Bonuses
Control level = Mind stat
After summon, daemon needs to be kept under control: Mind check + Bonuses
After failed control check, control level -= Level of Failure
Unsummon: Mind check + Bonuses
Bonuses for summoning:
Items variable
Completed rituals variable
Environment (magic circles, etc.) variable
Attack
Unarmed
ToHit
ToHitUnarmed
ToHitUnarmedDisarm
Damage
UnarmedDamage
UnarmedDisarmDamage
Melee
ToHit
ToHitMelee
ToHitMeleePowerAttack
Damage
MeleeDamage
MeleeDamagePowerAttack
Ranged
ToHit
ToHitRanged
Damage
RangedDamage
AttackParameters
- attacker
- target
- special_attack: 'disarm','power attack'
AttackFactory.get_attack(attack_parameters)
ToHitRulesFactory.get_to_hit(attack_parameters)
DamageRulesFactory.get_damage(attack_parameters)
Attack
to_hit_rules
damage_rules
?
attack_parameters = pyHerc.rules.combat.Attack(attacker, target, special_attack)
attack = pyHerc.rules.combat.AttackFactory.get_attack(attack_parameters)
attack.execute()
Commands
========
Move
on level
up / down / portal
climb
jump
Attack
Special Attacks
Kick / Unarmed attack
Fire bow
Throw
Inventory
Eat
Drink
Read (what about scrolls that need target?)
Wear / Wield
Take off / Remove
Drop
Single / Multiple
Use item (what about targets?)
Pick up
Single / Multiple
Wait?
Zap wand
Cast Spell
Show spells
Sacrifice
door
Open
Close
Unlock / Picklock
System Menu
Quit
Save
Options
Search
Untrap
Push / Pull
Objects / Buttons / Levers
Dip (poisoning for example)
Talk
Controller
2 sticks + 2 buttons
1 pad
4 shoulders
4 buttons
2 start / select
-> 1 moving
1 radial menu
4 quick options
4 special options (less used?)
2 menu