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Combat Mechanics #6

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AnotherSeawhite opened this issue Jun 30, 2024 · 0 comments
Open

Combat Mechanics #6

AnotherSeawhite opened this issue Jun 30, 2024 · 0 comments

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@AnotherSeawhite
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AnotherSeawhite commented Jun 30, 2024

Combat would basically work like how Minecraft Dungeons do. (though it wouldn't be exactly the same)

  1. In General
    There would be no (or very small) invulnerability frames or knockbacks. This applies to both players and enemies.

  2. Player Attacks
    The player will have a fake hitbox attached to the head that detects the attacks. When the player attacks, the game calculates the damage done and then applies the damage to the appropriate targets.
    To avoid cluttering the code, I'll make it as dynamic as possible.
    Each weapon type would have different stats. The sword would be the most average weapon with the most average range and damage, the Axes would be the 'screw that one guy in particular' type weapon, and so on.

For ranged attacks like bows, ...I have no idea yet. I need to explore the mechanics more.

  1. Combat Roll
    I guess this is quite inevitable to make.

  2. Health
    The player's max health would be larger, and the hunger bar would be unused. Health regeneration will work like how Minecraft Dungeons do with foods.

  3. Leveling
    The player's level will scale the player's max health. This needs more planning.

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