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Enemy weaknesses are non-obvious #149

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JohnathonNow opened this issue Oct 8, 2020 · 0 comments
Open

Enemy weaknesses are non-obvious #149

JohnathonNow opened this issue Oct 8, 2020 · 0 comments
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Hacktoberfest question Further information is requested

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@JohnathonNow
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/* rat */
rulebook[book_length].name = "rat";
rulebook[book_length].pic = 'r' | A_BOLD | COLORS_RED;
rulebook[book_length].base_hp = 30;
rulebook[book_length].base_sight_range = 10;
rulebook[book_length].base_exp = 10;
rulebook[book_length].base_speed = 5;
rulebook[book_length].base_strength = 5;
rulebook[book_length].stat_int = 5;
rulebook[book_length].stat_dex = 5;
rulebook[book_length].stat_str = 5;
book_length++;
/* kobold */
rulebook[book_length].name = "kobold";
rulebook[book_length].pic = 'k' | A_BOLD | COLORS_RED;
rulebook[book_length].base_hp = 50;
rulebook[book_length].base_sight_range = 15;
rulebook[book_length].base_strength = 10;
rulebook[book_length].base_speed = 5;
rulebook[book_length].base_exp = 15;
rulebook[book_length].stat_int = 0;
rulebook[book_length].stat_dex = 5;
rulebook[book_length].stat_str = 5;
book_length++;
/* goblin */
rulebook[book_length].name = "goblin";
rulebook[book_length].pic = 'g' | A_BOLD | COLORS_RED;
rulebook[book_length].base_hp = 50;
rulebook[book_length].base_sight_range = 15;
rulebook[book_length].base_strength = 15;
rulebook[book_length].base_speed = 6;
rulebook[book_length].base_exp = 15;
rulebook[book_length].stat_int = 5;
rulebook[book_length].stat_dex = 0;
rulebook[book_length].stat_str = 5;
book_length++;
/* snake */
rulebook[book_length].name = "snek";
rulebook[book_length].pic = 's' | A_BOLD | COLORS_RED;
rulebook[book_length].base_hp = 50;
rulebook[book_length].base_sight_range = 15;
rulebook[book_length].base_strength = 15;
rulebook[book_length].base_speed = 5;
rulebook[book_length].base_exp = 15;
rulebook[book_length].stat_int = 5;
rulebook[book_length].stat_dex = 5;
rulebook[book_length].stat_str = 0;
snek = book_length;
book_length++;
/* slime */
rulebook[book_length].name = "slime";
rulebook[book_length].pic = 'm' | A_BOLD | COLORS_RED;
rulebook[book_length].base_hp = 75;
rulebook[book_length].base_sight_range = 15;
rulebook[book_length].base_strength = 7;
rulebook[book_length].base_speed = 5;
rulebook[book_length].base_exp = 20;
rulebook[book_length].stat_int = 5;
rulebook[book_length].stat_dex = 5;
rulebook[book_length].stat_str = 10;
book_length++;
/* orc */
rulebook[book_length].name = "orc";
rulebook[book_length].pic = 'o' | A_BOLD | COLORS_RED;
rulebook[book_length].base_hp = 75;
rulebook[book_length].base_sight_range = 15;
rulebook[book_length].base_strength = 15;
rulebook[book_length].base_speed = 5;
rulebook[book_length].base_exp = 20;
rulebook[book_length].stat_int = 5;
rulebook[book_length].stat_dex = 5;
rulebook[book_length].stat_str = 5;
book_length++;
/* wolf */
rulebook[book_length].name = "wolf";
rulebook[book_length].pic = 'w' | A_BOLD | COLORS_RED;
rulebook[book_length].base_hp = 50;
rulebook[book_length].base_sight_range = 15;
rulebook[book_length].base_strength = 30;
rulebook[book_length].base_speed = 5;
rulebook[book_length].base_exp = 30;
rulebook[book_length].stat_int = 5;
rulebook[book_length].stat_dex = 5;
rulebook[book_length].stat_str = 5;
book_length++;
/* imp */
rulebook[book_length].name = "imp";
rulebook[book_length].pic = 'i' | A_BOLD | COLORS_RED;
rulebook[book_length].base_hp = 75;
rulebook[book_length].base_sight_range = 15;
rulebook[book_length].base_strength = 30;
rulebook[book_length].base_speed = 5;
rulebook[book_length].base_exp = 35;
rulebook[book_length].stat_int = 10;
rulebook[book_length].stat_dex = 5;
rulebook[book_length].stat_str = 5;
book_length++;
/* griffin */
rulebook[book_length].name = "griffin";
rulebook[book_length].pic = 'G' | A_BOLD | COLORS_RED;
rulebook[book_length].base_hp = 100;
rulebook[book_length].base_sight_range = 20;
rulebook[book_length].base_strength = 30;
rulebook[book_length].base_speed = 5;
rulebook[book_length].base_exp = 40;
rulebook[book_length].stat_int = 5;
rulebook[book_length].stat_dex = 5;
rulebook[book_length].stat_str = 5;
book_length++;
/* grue */
rulebook[book_length].name = "grue";
rulebook[book_length].pic = 'U' | A_BOLD | COLORS_RED;
rulebook[book_length].base_hp = 60;
rulebook[book_length].base_sight_range = 20;
rulebook[book_length].base_strength = 50;
rulebook[book_length].base_speed = 5;
rulebook[book_length].base_exp = 40;
rulebook[book_length].stat_int = 5;
rulebook[book_length].stat_dex = 10;
rulebook[book_length].stat_str = 5;
book_length++;
/* fake hag */
rulebook[book_length].name = "Hag";
rulebook[book_length].pic = 'H' | A_BOLD | COLORS_RED;
rulebook[book_length].base_hp = 1;
rulebook[book_length].base_sight_range = 0;
rulebook[book_length].base_strength = 50;
rulebook[book_length].base_speed = 5;
rulebook[book_length].base_exp = 50;
rulebook[book_length].stat_int = 5;
rulebook[book_length].stat_dex = 5;
rulebook[book_length].stat_str = 5;
fake_hag = book_length;
book_length++;
/* hag */
rulebook[book_length].name = "Hag";
rulebook[book_length].pic = 'H' | A_BOLD | COLORS_RED;
rulebook[book_length].base_hp = 30;
rulebook[book_length].base_sight_range = 0;
rulebook[book_length].base_strength = 60;
rulebook[book_length].base_speed = 5;
rulebook[book_length].base_exp = 70;
rulebook[book_length].stat_int = 5;
rulebook[book_length].stat_dex = 5;
rulebook[book_length].stat_str = 5;
hag = book_length;
book_length++;

Right now the stats for enemies are chosen kinda randomly, and for me this raises a few questions:

  • It is my understanding that people associate kobolds with traps, and so perhaps dexterity is a better weakness for them.
  • Goblins are stupid, so int should be their weakness. So kobold and goblin should be swapped, or kobolds given no weaknesses, like rats.
  • Sneks being weak to str makes sense, since no step on snek.
  • Do slimes being immune to str make sense?
  • Do imps being immune to int make sense?
  • Do Grues being immune to dex make sense?
  • Should anything have 100% immunity to a skill? Perhaps it should be computed like the player_damage_dealt function, where it takes the max done, so 100% immunity in a skill would cause whichever skill would hit highest to be used?
@JohnathonNow JohnathonNow added question Further information is requested Hacktoberfest labels Oct 8, 2020
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