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@ -5,13 +5,6 @@ meleeSpec = [ "slashing", "piercing", "blunt" ]
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curseSpec = [ "blind", "fear", "madness", "root", "sleep", "slow", "snare", "stun" ]
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curseSpec = [ "blind", "fear", "madness", "root", "sleep", "slow", "snare", "stun" ]
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magicSpec = [ "acid", "cold", "rot", "fire", "poison", "electricity", "shockwave" ]
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magicSpec = [ "acid", "cold", "rot", "fire", "poison", "electricity", "shockwave" ]
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#specialSpec = [ "_weak", "", "_strong" ]
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# Cannon fodder invasion kitins and newbie creatures use the "a" variant
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# Most creatures use "b" and "c". The "d", "e", and "f" variants are for bosses
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# Goo infected creatures should use "c" and "d"
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#variantSpec = [ "a", "b", "c", "d", "e", "f" ] # Newbie, Basic, Fine, Choice, Excellent, Supreme
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aiActionFolder = "R:\\leveldesign\\game_elem\\creature\\npc\\bestiary\\aiaction\\generic"
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aiActionFolder = "R:\\leveldesign\\game_elem\\creature\\npc\\bestiary\\aiaction\\generic"
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if not os.path.isdir(aiActionFolder):
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if not os.path.isdir(aiActionFolder):
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os.makedirs(aiActionFolder)
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os.makedirs(aiActionFolder)
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@ -38,40 +31,29 @@ base = {
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# },
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# },
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}
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}
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# Damage
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# ------
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# Total Magic Damage = DamageValue + (SpellPowerFactor * creature.AttackLevel)
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# Let's say 10k average total HP for homins and creatures at lvl 250
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# Linear increase of 40 HP per level, so 400 HP per 10 levels, or 200 HP every 5 levels
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maxLevel = 250.0
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maxLevel = 250.0
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# averageMaxHP = 10000.0
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minCharacteristic = 10.0
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minCharacteristic = 10.0
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maxCharacteristic = minCharacteristic + maxLevel
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maxCharacteristic = minCharacteristic + maxLevel
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minScore = minCharacteristic * 60.0
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minScore = minCharacteristic * 60.0
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maxScore = maxCharacteristic * 60.0
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maxScore = maxCharacteristic * 60.0
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# Settle a fight in 10 seconds, that's an attack of 1000 at lvl 250 for a 1 second attack
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# Time to settle a fight, for base damage and HP, assuming all hits are perfectly successful
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# Add a base boost of 10 levels, that's 40 base attack
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combatTime = 8.0 # 10
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combatTime = 8.0 # 10
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# Magic may do double the damage of melee
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# Magic may do double the damage of melee
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# Range is most powerful but requires ammo of course.
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# Range is most powerful but requires ammo of course.
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# Perhaps allow range without ammo at melee damage levels. Or hybrid range and magic for ammo-less range
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# Perhaps allow range without ammo at melee damage levels. Or hybrid range and magic for ammo-less range
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# For NPCs, range should have melee-like damage
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# For NPCs, range should have melee-like damage, since there is no special protection...
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meleeDamageBoost = 1.0
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# Can we turn melee/magic/range into a rock/paper/scissors?
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magicDamageBoost = 2.0
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boosts = {
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rangeDamageBoost = 1.0 # 4
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"fauna": 1.0,
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"melee": 1.0,
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# Boosts for special attack variants
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"magic": 2.0,
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#meleeSpecialBoost = [ 0.5, 1.0, 1.5 ]
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"range": 1.0, # 4.0?
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#rangeSpecialBoost = [ 0.5, 0.25, 1.0 ]
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}
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# Different boosts for each variant
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# Random variance on the generated sheets
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#variantBoost = { "a": 0.1, "b": 1.0, "c": 1.25, "d": 1.75, "e": 2.5, "f": 4.0 }
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randomVariance = 0.1
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#variantBaseLevel = { "a": 5, "b": 5, "c": 10, "d": 15, "e": 20, "f": 25 }
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# variantBaseLevel = { "a": 25, "b": 25, "c": 30, "d": 35, "e": 40, "f": 45 }
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randomVariance = 0.1 # Random variance on the generated sheets
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# Spell time
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# Spell time
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spellBaseTime = 1.0
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spellBaseTime = 1.0
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@ -81,13 +63,16 @@ spellRandomPostTime = 1.0
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# magic_damage
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# magic_damage
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# egs_static_ai_action.cpp
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# egs_static_ai_action.cpp
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# Total Magic Damage = DamageValue + (SpellPowerFactor * creature.AttackLevel)
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for spec in magicSpec:
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for spec in magicSpec:
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# for variant in variantSpec:
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# for variant in variantSpec:
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name = "magic_damage_" + spec
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name = "magic_damage_" + spec
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randBoostFactor = zlib.crc32("SpellPowerFactor" + name) & 0xffffffff
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# randBoostFactor = zlib.crc32("SpellPowerFactor" + name) & 0xffffffff
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randBoostFactor = (((randBoostFactor % 2000) - 1000) * randomVariance) / 1000.0
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# randBoostFactor = (((randBoostFactor % 2000) - 1000) * randomVariance) / 1000.0
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randBoostAdd = zlib.crc32("DamageValue" + name) & 0xffffffff
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randBoostFactor = 0.0
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randBoostAdd = (((randBoostAdd % 2000) - 1000) * randomVariance) / 1000.0
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# randBoostAdd = zlib.crc32("DamageValue" + name) & 0xffffffff
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# randBoostAdd = (((randBoostAdd % 2000) - 1000) * randomVariance) / 1000.0
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randBoostAdd = 0.0
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randBaseTime = zlib.crc32("CastingTime" + name) & 0xffffffff
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randBaseTime = zlib.crc32("CastingTime" + name) & 0xffffffff
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randBaseTime = ((randBaseTime % 1000) * spellRandomBaseTime) / 1000.0
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randBaseTime = ((randBaseTime % 1000) * spellRandomBaseTime) / 1000.0
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randPostTime = zlib.crc32("PostActionTime" + name) & 0xffffffff
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randPostTime = zlib.crc32("PostActionTime" + name) & 0xffffffff
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@ -95,7 +80,7 @@ for spec in magicSpec:
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baseTime = int((spellBaseTime + randBaseTime) * 10.0) * 0.1
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baseTime = int((spellBaseTime + randBaseTime) * 10.0) * 0.1
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postTime = int((spellPostTime + randPostTime) * 10.0) * 0.1
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postTime = int((spellPostTime + randPostTime) * 10.0) * 0.1
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totalTime = baseTime + postTime
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totalTime = baseTime + postTime
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maxLevelDamage = (maxScore * totalTime * magicDamageBoost) / combatTime
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maxLevelDamage = (maxScore * totalTime * boosts["magic"]) / combatTime
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damagePerLevel = maxLevelDamage / maxCharacteristic
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damagePerLevel = maxLevelDamage / maxCharacteristic
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damagePerLevelFactor = (damagePerLevel + (damagePerLevel * randBoostFactor)) # * variantBoost[variant]
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damagePerLevelFactor = (damagePerLevel + (damagePerLevel * randBoostFactor)) # * variantBoost[variant]
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damageAdd = (damagePerLevel + (damagePerLevel * randBoostAdd)) * minCharacteristic # * variantBaseLevel[variant]
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damageAdd = (damagePerLevel + (damagePerLevel * randBoostAdd)) * minCharacteristic # * variantBaseLevel[variant]
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@ -144,7 +129,7 @@ egsMinDamage = None
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egsDamageStep = None
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egsDamageStep = None
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def printEgsConfiguration():
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def printEgsConfiguration():
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totalTime = 1.0 / (meleeReferenceHitRate / 10.0)
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totalTime = 1.0 / (meleeReferenceHitRate / 10.0)
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maxLevelDamage = (maxScore * totalTime * meleeDamageBoost) / combatTime
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maxLevelDamage = (maxScore * totalTime * boosts["melee"]) / combatTime
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damagePerLevel = (maxLevelDamage / maxCharacteristic)
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damagePerLevel = (maxLevelDamage / maxCharacteristic)
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damagePerLevelFactor = damagePerLevel # * variantBoost["b"]
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damagePerLevelFactor = damagePerLevel # * variantBoost["b"]
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damageAdd = damagePerLevel * minCharacteristic
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damageAdd = damagePerLevel * minCharacteristic
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@ -173,6 +158,32 @@ printEgsConfiguration()
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# combat_melee
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# combat_melee
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# egs_static_ai_action.cpp
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# egs_static_ai_action.cpp
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# CWeaponDamageTable::getInstance().getRefenceDamage(itemQuality, attackerLevel)
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# CWeaponDamageTable::getInstance().getRefenceDamage(itemQuality, attackerLevel)
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for skill in base["combat"]:
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for spec in base["combat"][skill]:
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name = "combat_" + skill + "_" + spec
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type = "Melee"
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if skill == "range":
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type = "Range"
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combatDamageType = spec.upper()
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behaviour = "UNKNOWN_BEHAVIOUR"
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if skill == "fauna":
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behaviour = "CREATURE_ATTACK_0"
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with open(aiActionFolder + "\\" + name + ".aiaction", "w") as f:
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f.write("<?xml version=\"1.0\"?>\n")
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f.write("<FORM Version=\"4.0\" State=\"modified\">\n")
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f.write(" <STRUCT>\n")
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f.write(" <ATOM Name=\"type\" Value=\"" + type + "\"/>\n")
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f.write(" <ATOM Name=\"SpeedFactor\" Value=\"0\"/>\n")
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f.write(" <ATOM Name=\"DamageFactor\" Value=\"0\"/>\n")
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f.write(" <ATOM Name=\"DamageAdd\" Value=\"0\"/>\n")
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f.write(" <ATOM Name=\"ArmorAbsorptionFactor\" Value=\"1.0\"/>\n")
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f.write(" <ATOM Name=\"CombatDamageType\" Value=\"" + combatDamageType + "\"/>\n")
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f.write(" <ATOM Name=\"Critic\" Value=\"0.1\"/>\n")
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f.write(" <ATOM Name=\"AimingType\" Value=\"Random\"/>\n")
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f.write(" <ATOM Name=\"Behaviour\" Value=\"" + behaviour + "\"/>\n")
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f.write(" </STRUCT>\n")
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f.write("</FORM>\n")
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#for spec in meleeSpec:
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#for spec in meleeSpec:
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# for variant in variantSpec:
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# for variant in variantSpec:
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#
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#
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