Hey people,
I reckon the title says it all; I want to bypass dicerolls -- have hit chance default to 100% and call it a day
This means replacing the formula with a constant and either disposing of the 97% cap or turning it up to a hundred
Now, I happen to be a programmer but I don't think that's even necessary here. This is just tweaking values
So if anyone can tell me which files I want to be looking at, that'd be great
Cheers
Forget about hit chance
- Liebranca
- Posts: 2
- Joined: Mon Nov 05, 2018 10:00 am
Forget about hit chance
What a fool you are, I'm a god! How can you kill a god? What a grand and intoxicating innocence!
- pango
- Posts: 3358
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Forget about hit chance
Hi Liebranca,
After some searching, my best bet would be
https://github.com/Interkarma/daggerfal ... er.cs#L757
After some searching, my best bet would be
https://github.com/Interkarma/daggerfal ... er.cs#L757
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: Forget about hit chance
Yeah mods can override most of the combat formula, I added that for InconsolableCellist a while back as he plans to do a combat tuning mod.
I'm really not sure why you would want to remove hit chance completely however, since DF is an RPG and not a action combat game. Success of actions in RPGs should always be based on the character skill, with player making decisions about what actions to take. (e.g. retreat, but at a speed based on character stats) Anyway, you can make it work however you want and should be able to tune damage etc to compensate for 100% hit chances.
An example of overriding one of the formula can be found in the Archaeologists mod on my github.
I'm really not sure why you would want to remove hit chance completely however, since DF is an RPG and not a action combat game. Success of actions in RPGs should always be based on the character skill, with player making decisions about what actions to take. (e.g. retreat, but at a speed based on character stats) Anyway, you can make it work however you want and should be able to tune damage etc to compensate for 100% hit chances.
An example of overriding one of the formula can be found in the Archaeologists mod on my github.
Code: Select all
// Override default formula
FormulaHelper.formula_1pe_1sk.Add("CalculateEnemyPacification", CalculateEnemyPacification);
private static bool CalculateEnemyPacification(PlayerEntity player, DFCareer.Skills languageSkill)
{
Debug.Log("Pacification override!");
}
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Liebranca
- Posts: 2
- Joined: Mon Nov 05, 2018 10:00 am
Re: Forget about hit chance
Lovely, thank you both. I'll see what I come up with.
What a fool you are, I'm a god! How can you kill a god? What a grand and intoxicating innocence!
- mtrredux
- Posts: 26
- Joined: Sun Aug 19, 2018 11:40 am
Re: Forget about hit chance
There was a mod for morrowind that gave 100% hit chance but made damage variable based on skill.Hazelnut wrote: ↑Mon Nov 05, 2018 1:27 pm Yeah mods can override most of the combat formula, I added that for InconsolableCellist a while back as he plans to do a combat tuning mod.
I'm really not sure why you would want to remove hit chance completely however, since DF is an RPG and not a action combat game. Success of actions in RPGs should always be based on the character skill, with player making decisions about what actions to take. (e.g. retreat, but at a speed based on character stats) Anyway, you can make it work however you want and should be able to tune damage etc to compensate for 100% hit chances.
That would a mix between action and RPG RNG