Kattack ------- can be used approximately once every four rounds, pen value depends on strength, intelligence, discipline, weapon hit and pen, skill, and knight_sublevel. The formula is as follows: statmod : (str*2+int+dis)/4 /* average of the stats used */ wepmod : (weapon->query_hit()+weapon->query_pen())/2 /* average of weapon stats */ sublevel : attacker->query_knight_sublevel() /* number between 1 and 11, based on the Knight's level */ mod : (statmod/2+wepmod)/2 + sublevel pen : F_PENMOD(mod, skill) Given a player of 100 stat average, maximum skill of 100, a weapon of (40/40), and lord level (10) in the guild: statmod : 100 wepmod : 40 sublevel : 10 mod : 55 pen : 364 Combat aid is then figured by taking that in comparison to a normal attack, as set by 'man guilds' of F_PENMOD(40,100), which is 280, and multiplied by .25 as it can be used once for every normal four attacks. combat_aid = (.25 * 364/280) ~ 32.5% ================================================================ CHANGE TO KATTACK, by Morrigan 11/15/96 --------------------------------------- I have devised a new aspect of kattack, to be used when a Knight, Squire, or Sentry is fighting with two weapons: The primary (better) and secondary (lesser) weapons are determined. A random number (i) between 1 and 100 is chosen to be tested against another variable (j). if (TP->query_knight_level() > 2) j = Two-handed fighting skill + 3 * sublevel - random(sublevel) else j = two-handed fighting skill + 2 * sublevel - random(sublevel) (Note - for Knights two handed max is 60 and sublevel is between 1 and 11, for squires and sentries two handed max is 50 and sub- level is between 1 and 10) If i is less than j, the Knight has arranged himself in combat in such a way that he may use his primary weapon, if i is more than j, the Knight fails to do so, and is forced to rely on his secondary weapon. Damage for kattack is partially based on weapon stats, so this is an offset to fighting two handed. The percentages to succeed in selecting the better weapon are as follows: KNIGHTS (With maxxed two-handed of 60) -------------------------------------- Level 11 = 82 - 93% ~ 88% Level 10 = 80 - 90% ~ 85% Level 9 = 78 - 87% ~ 83% Level 8 = 76 - 84% ~ 80~ Level 7 = 74 - 81% ~ 78% Level 6 = 72 - 78% ~ 75% Level 5 = 70 - 75% ~ 73% Level 4 = 68 - 72% ~ 70% Level 3 = 66 - 69% ~ 68% Level 2 = 64 - 66% ~ 65% Level 1 = 62 - 63% ~ 63% SQUIRES (with maxxed two-handed of 50) -------------------------------------------------- Level 10 = 60 - 70% ~ 65% Level 9 = 59 - 68% ~ 64% Level 8 = 58 - 66% ~ 62% Level 7 = 57 - 64% ~ 61% Level 6 = 56 - 62% ~ 59% Level 5 = 55 - 60% ~ 58% Level 4 = 54 - 58% ~ 56% Level 3 = 53 - 56% ~ 55% Level 2 = 52 - 54% ~ 53% Level 1 = 51 - 52% ~ 52% (Note that for each level of two handed that is below maxxed level, both the minimum and maximum percentage drops 1%) This makes it so that Knights of higher levels have learned to fight with more skill, and thus have a better chance of being in a position to use their primary weapon. Towards the lower levels it is more up to luck and two handed fighting skill. I find this an acceptable penalty to fighting with two weapons, as well as an acceptable penalty towards Sentries fighting with two weapons. -Morrigan =============================================================== Rescue ------ allows to attack a superior enemy while teamed. aid: alone: 0% (not usable alone) team: ~10% Block ----- allows to block an exit so a whimpying enemy cannot escape. aid: alone: ~0% (useless if room has more than 1 exit) team: ~8% (effective only with #knights >= #exits) Mercy ----- allows to be mercyful to an enemy and let him live. COMBAT AID: kattack: 32.5% rescue: 5.0% block: 4.0% mercy: 0.0% ------- 41.5% => 6.9% tax guild ~Modified by Morrigan 11/13/96