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<section id="turn-based-combat-system">
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<h1>Turn based Combat System<a class="headerlink" href="#turn-based-combat-system" title="Permalink to this headline">¶</a></h1>
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<p>This tutorial gives an example of a full, if simplified, combat system for Evennia. It was inspired
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by the discussions held on the <a class="reference external" href="https://groups.google.com/forum/#%21msg/evennia/wnJNM2sXSfs/-dbLRrgWnYMJ">mailing
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list</a>.</p>
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by the discussions held on the <a class="reference external" href="https://groups.google.com/forum/#%21msg/evennia/wnJNM2sXSfs/-dbLRrgWnYMJ">mailing list</a>.</p>
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<section id="overview-of-combat-system-concepts">
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<h2>Overview of combat system concepts<a class="headerlink" href="#overview-of-combat-system-concepts" title="Permalink to this headline">¶</a></h2>
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<p>Most MUDs will use some sort of combat system. There are several main variations:</p>
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@ -94,8 +93,7 @@ free.</p></li>
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<li><p>The commands are (in our example) simple; they can either <code class="docutils literal notranslate"><span class="pre">hit</span> <span class="pre"><target></span></code>, <code class="docutils literal notranslate"><span class="pre">feint</span> <span class="pre"><target></span></code> or
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<code class="docutils literal notranslate"><span class="pre">parry</span> <span class="pre"><target></span></code>. They can also <code class="docutils literal notranslate"><span class="pre">defend</span></code>, a generic passive defense. Finally they may choose to
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<code class="docutils literal notranslate"><span class="pre">disengage/flee</span></code>.</p></li>
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<li><p>When attacking we use a classic [rock-paper-scissors](https://en.wikipedia.org/wiki/Rock-paper-
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scissors) mechanic to determine success: <code class="docutils literal notranslate"><span class="pre">hit</span></code> defeats <code class="docutils literal notranslate"><span class="pre">feint</span></code>, which defeats <code class="docutils literal notranslate"><span class="pre">parry</span></code> which defeats
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<li><p>When attacking we use a classic <a class="reference external" href="https://en.wikipedia.org/wiki/Rock-paper-scissors">rock-paper-scissors</a> mechanic to determine success: <code class="docutils literal notranslate"><span class="pre">hit</span></code> defeats <code class="docutils literal notranslate"><span class="pre">feint</span></code>, which defeats <code class="docutils literal notranslate"><span class="pre">parry</span></code> which defeats
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<code class="docutils literal notranslate"><span class="pre">hit</span></code>. <code class="docutils literal notranslate"><span class="pre">defend</span></code> is a general passive action that has a percentage chance to win against <code class="docutils literal notranslate"><span class="pre">hit</span></code>
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(only).</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">disengage/flee</span></code> must be entered two times in a row and will only succeed if there is no <code class="docutils literal notranslate"><span class="pre">hit</span></code>
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@ -112,8 +110,7 @@ characters and handles all the combat information. Since Scripts are database en
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that the combat will not be affected by a server reload.</p></li>
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<li><p>A combat <a class="reference internal" href="Command-Sets.html"><span class="doc">command set</span></a> with the relevant commands needed for combat, such as the
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various attack/defend options and the <code class="docutils literal notranslate"><span class="pre">flee/disengage</span></code> command to leave the combat mode.</p></li>
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<li><p>A rule resolution system. The basics of making such a module is described in the <a class="reference internal" href="Implementing-a-game-rule-system.html"><span class="doc">rule system
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tutorial</span></a>. We will only sketch such a module here for our end-turn
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<li><p>A rule resolution system. The basics of making such a module is described in the <a class="reference internal" href="Implementing-a-game-rule-system.html"><span class="doc">rule system tutorial</span></a>. We will only sketch such a module here for our end-turn
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combat resolution.</p></li>
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<li><p>An <code class="docutils literal notranslate"><span class="pre">attack</span></code> <a class="reference internal" href="Commands.html"><span class="doc">command</span></a> for initiating the combat mode. This is added to the default
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command set. It will create the combat handler and add the character(s) to it. It will also assign
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@ -369,7 +366,7 @@ Whereas the TickerHandler is easy to use, a Script offers more power in this cas
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<span class="sd"> commands). We know this by checking the existence of the</span>
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<span class="sd"> `normal_turn_end` NAttribute, set just before calling</span>
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<span class="sd"> force_repeat.</span>
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<span class="sd"> </span>
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<span class="sd"> """</span>
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<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">normal_turn_end</span><span class="p">:</span>
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<span class="c1"># we get here because the turn ended normally</span>
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@ -391,7 +388,7 @@ Whereas the TickerHandler is easy to use, a Script offers more power in this cas
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<span class="p">(</span><span class="s2">"defend"</span><span class="p">,</span> <span class="n">character</span><span class="p">,</span> <span class="kc">None</span><span class="p">)]</span>
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<span class="c1"># set up back-reference</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">_init_character</span><span class="p">(</span><span class="n">character</span><span class="p">)</span>
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<span class="k">def</span> <span class="nf">remove_character</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">character</span><span class="p">):</span>
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<span class="s2">"Remove combatant from handler"</span>
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<span class="k">if</span> <span class="n">character</span><span class="o">.</span><span class="n">id</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">characters</span><span class="p">:</span>
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@ -542,7 +539,7 @@ weapon(s) held by the player or by which skills they know.</p>
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<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"You add 'hit' to the combat queue"</span><span class="p">)</span>
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<span class="k">else</span><span class="p">:</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"You can only queue two actions per turn!"</span><span class="p">)</span>
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<span class="c1"># tell the handler to check if turn is over</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">combat_handler</span><span class="o">.</span><span class="n">check_end_turn</span><span class="p">()</span>
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</pre></div>
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@ -595,8 +592,7 @@ do.</p>
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</section>
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<section id="rules-module">
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<h2>Rules module<a class="headerlink" href="#rules-module" title="Permalink to this headline">¶</a></h2>
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<p>A general way to implement a rule module is found in the [rule system tutorial](Implementing-a-game-
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rule-system). Proper resolution would likely require us to change our Characters to store things
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<p>A general way to implement a rule module is found in the <a class="reference internal" href="Implementing-a-game-rule-system.html"><span class="doc">rule system tutorial</span></a>. Proper resolution would likely require us to change our Characters to store things
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like strength, weapon skills and so on. So for this example we will settle for a very simplistic
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rock-paper-scissors kind of setup with some randomness thrown in. We will not deal with damage here
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but just announce the results of each turn. In a real system the Character objects would hold stats
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