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Page 1: Read mepdf v3_0_08_damagingcontrol

Damaging Control

Last Updated in 2.5

UnitStatus, DestroyableObject, and anything that can be dealt damage to share Interface DealDamage_Interface

Anything that can receive

damage

Send Attack Data

Anything that can deal Damage Receive Feedback

What the Defender do with Attack Data is dependent on their own class

Page 2: Read mepdf v3_0_08_damagingcontrol

Damage Calculation

Last Updated in 2.5

Damage Calculation for Unit is done in DamageControl_CustomClasses.cs , DamageAngleHitData ,CalcTotalDamage()

By Default, it does the following

Get Attacker Damage Value and Element

Calculate final Damage Value

YES

Compare to Resistance of related Element

See if Guarding was successful or not

Page 3: Read mepdf v3_0_08_damagingcontrol

Hit Direction

Last Updated in 2.5

Ignoring Y-Axis, If a Unit got Attacked, it will find out where the Attack originated based from its horizontal orientation.

Front = 315-360, 0- 45 Right = 45-135 Back = 135-225 Left = 225-315 These were then used to determine which

Damaging Motion to blend to

Page 4: Read mepdf v3_0_08_damagingcontrol

Successful Guarding

Last Updated in 2.5

If the Unit is Guarding, depending from where the attack originated, Guard Range determine whether Guarding is successful or not

90degree, 45to the right and 45to the left = Success

315-360, 0-45 = Success

120degree, 60to the right and 60to the left = Success

300-360, 0-60 = Success

If Guarding is Successful, the Damage is reduced by the Percentage in

GuardDamageCutPercentage

Page 5: Read mepdf v3_0_08_damagingcontrol

Power Defence Level

Last Updated in 2.5

Power Level represent how powerful the Attack is, For example, a Sword might have a base Power of 0. While an Axe would be 1. And The Powerful Cannon is 5. From the Attacker, it is equal to Weapon’s Power + Motion’s Power

For the Defender, it is determined by UnitStatus’ PowerDefenceLevel This value will be +1 when successful guarding is also made

Page 6: Read mepdf v3_0_08_damagingcontrol

Got Hit Motion

Last Updated in 2.5

Which Motion will the Unit blend to, is determined by Power Difference of the Attacker and Defender

ATK < DEF, Stick ATK0, Guarding DEF1, Attacker lost stance, Attacker Cancel Attack Stick ATK0, Armor DEF1,motion will not get affected.

ATK == DEF, Sword ATK1, Guarding DEF1, Nothing Happen Sword ATK1, Armor DEF1, Unit will blend to got hit motion. Defender Cancel Attack

ATK > DEF by 1, Hammer ATK2, Guarding DEF1, blend to Guard Break Motion Hammer ATK2, Armor DEF1, Unit will got blown away.

ATK > DEF by 2 or more, Cannon ATK3, Guarding DEF1, Unit will got blown away. Cannon ATK3, Armor DEF1, Unit will got blown away.

Page 7: Read mepdf v3_0_08_damagingcontrol

Force

Last Updated in 2.5

Force is the value that the Defender will got pushed away from the Attacker. Total value is determined by Weapon’s Force * Motion’s Force **WARNING** If either value is 0, the Defender will never be push away

AddForce

Attack

Page 8: Read mepdf v3_0_08_damagingcontrol

Getup input

Last Updated in 2.5

If the Attack is really Powerful, thus that Defender got blown away, the Unit will enter “Downing” State after reaching Ground. Inside Input, anything that return

true in GetUp() will make the Unit stand up.

Page 9: Read mepdf v3_0_08_damagingcontrol

Getup Attack

Last Updated in 2.5

While in Downing State, if GetUpAttack() input was made instead, The Unit will do GetUp Attack

Page 10: Read mepdf v3_0_08_damagingcontrol

Getup Attack

Last Updated in 2.5

Element0 is reserved for when Unit is facing upward Element1 is reserved for when Unit is facing downward

To be precise, this is determined by which direction spineBone is facing