Shattered Kingdoms

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 Post subject: Re: Headbutt
PostPosted: Thu Aug 29, 2013 12:01 pm 
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Mortal

Joined: Wed Nov 28, 2012 1:05 am
Posts: 333
Location: Newbtown
Meissa wrote:
Adding the non-critical success/failure effects (and hinting that you can mod head butt) aren't necessarily bad changes to the help file, so I'll probably do that even though I am apparently a soccer-mom noob. :P


Be sure you understand how it works before you do a help file. Note the change listed here:

viewtopic.php?f=1&t=22502


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 Post subject: Re: Headbutt
PostPosted: Thu Aug 29, 2013 12:46 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
lol, we're all noobs. I totally forgot that headbutt doesn't self-KO anymore.


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 Post subject: Re: Headbutt
PostPosted: Thu Aug 29, 2013 5:33 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I'd have to look at the code to know for sure, but that original log doesn't look right to me. If you outright miss, I would think it shouldn't check for the KO. If you hit but fail to do damage due to armor, then it should still check for the KO. But that would be a different message, wouldn't it?


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 Post subject: Re: Headbutt
PostPosted: Thu Aug 29, 2013 5:39 pm 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
The message is similar, but colored differently. Carsetius already confirmed that the skill hit but did no damage, so the check for KO is still good. He just didn't realize there was a damage check as well as a KO check.

EDIT: The message for an outright miss is green, where as the one for no damage is white with red "misses you" text, iirc.


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 Post subject: Re: Headbutt
PostPosted: Thu Aug 29, 2013 6:03 pm 
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Mortal

Joined: Tue May 24, 2011 5:07 pm
Posts: 499
Location: Alera
Blech. Should change those messages, then.

"Dude's headbutt completely misses you." <-- complete miss

"Dude's headbutt glances off your temple." <-- no damage, but still chance to stun


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 Post subject: Re: Headbutt
PostPosted: Thu Aug 29, 2013 6:51 pm 
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Mortal

Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
I was going to respond and say, "No, hold up. Every time I've been knocked out it hurt pretty bad." But, then I started to think. I don't actually remember if it hurt or not on most of those times. Logically, it would hurt, right?

Man ... it's almost like if the tree fell in the woods, thing, isn't it?


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 Post subject: Re: Headbutt
PostPosted: Sat Aug 31, 2013 8:42 am 
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Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
So the skill succeeds or fails in execution. Then it can connect or miss the target. Then it can damage and/or knock-out the victim or not. That's four checks in the use of the skill, right?

So there'd need to be some twenty-or-so messages for the skill, for critical failure, failure, no effect, success, and critical success of each step?

Or are those not the outcome categories, perhaps?

Either way, you could split it into two lines of output after the attack 'connects,' one for damage and the other for the status effect. That would simplify matters.


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 Post subject: Re: Headbutt
PostPosted: Sat Aug 31, 2013 8:52 am 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
grep wrote:
Either way, you could split it into two lines of output after the attack 'connects,' one for damage and the other for the status effect. That would simplify matters.


This is already the way it works.


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 Post subject: Re: Headbutt
PostPosted: Sat Aug 31, 2013 8:55 am 
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Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
I guess I just don't encounter many butt heads in-game. The thread was leading me to believe it was sort of like bash, where the output is a bit of a mess. Sorry.


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