More control over random damage in decorate
Posted: Tue Mar 14, 2006 21:19
I would like to propose a system to make finer control over random damage values that is a more flexible version of the StrifeDamage flag.
As I currently understand it, Doom picks a value from one to seven, multiplies it by the number after "Damage," and then a projectile deals that much damage. If the STRIFEDAMAGE flag is set, the number picked is one to four instead.
I propose two things. First, a value that defines the size of the "Dice" used to roll damage perhaps called DAMAGESIZE, and second, a flag, perhaps called RANDOMDAMAGE, that tells the computer to generate as many random numbers as the value of "damage". Thus, a projectile that deals five damage, instead of dealing 5, 10, 15, 20, 25, 30, or 35 damage with an equal probability of each will deal anywhere from 5 to 35 damage with a nice bell curve centering around 20.
Examples: (NOTE TO POSTERS: NOT REAL CODE!)Same as I mentioned above. It will deal 5, 10, 15, 20, 25, 30, or 35 damage with an equal probability of each. Deals either 5,10,15,or 20 damage. does 5-20 damage in a bell curve with both 5 and 20 being highly unlikely. would deal 5, 10, 15, 20, 25, 30, 35, 40, 45, or 50 damage. Would deal 5-50 damage with 5 and 50 being highly unlikely.Would make the projectile deal 1-50 damage with an equal probability of each number occuring. Would make it so it always deals 25 damage.
This would make things either more predictable or more random depending on how it's used. Knowing that a certain projectile always deals five damage would make certain monsters less scary and more predictable, and knowing that the next time a certain projectile hits you, you could take anywhere from 1 to 100 damage (Distributed evenly) would scare the crud out of players. Also, because it works off of new values and flags, backwards compatability is retained.
Would this work?
As I currently understand it, Doom picks a value from one to seven, multiplies it by the number after "Damage," and then a projectile deals that much damage. If the STRIFEDAMAGE flag is set, the number picked is one to four instead.
I propose two things. First, a value that defines the size of the "Dice" used to roll damage perhaps called DAMAGESIZE, and second, a flag, perhaps called RANDOMDAMAGE, that tells the computer to generate as many random numbers as the value of "damage". Thus, a projectile that deals five damage, instead of dealing 5, 10, 15, 20, 25, 30, or 35 damage with an equal probability of each will deal anywhere from 5 to 35 damage with a nice bell curve centering around 20.
Examples: (NOTE TO POSTERS: NOT REAL CODE!)
Code: Select all
DAMAGE 5
Code: Select all
+STRIFEDAMAGE
DAMAGE 5
Code: Select all
+RANDOMDAMAGE
+STRIFEDAMAGE
DAMAGE 5
Code: Select all
DAMAGESIZE 10
DAMAGE 5
Code: Select all
DAMAGESIZE 10
+RANDOMDAMAGE
DAMAGE 5
Code: Select all
+RANDOMDAMAGE
DAMAGESIZE 50
DAMAGE 1
Code: Select all
DAMAGESIZE 1
DAMAGE 25
This would make things either more predictable or more random depending on how it's used. Knowing that a certain projectile always deals five damage would make certain monsters less scary and more predictable, and knowing that the next time a certain projectile hits you, you could take anywhere from 1 to 100 damage (Distributed evenly) would scare the crud out of players. Also, because it works off of new values and flags, backwards compatability is retained.
Would this work?