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If such a request has already been asked, please accept my apologies. I looked for samples, read up on the player and monster classes, and player and monster stats on other sites, and nothing appeared to fit with the game's code without re-writing some of it. I attempted copying dexterity to turn it into strength, but it didn't work. I eventually came to a dead end. How might I add strength to affect damage for player & monster? Is it something I'd have to place in combatservice, attackwithweapon, or both? I get my stats from a JSON file. Dexterity is currently the only stat available in the game. It defines which one attacks first—the player or monster.


the dexterity code/formula

CombatService.cs

    using Engine.Models;
    using Engine.Shared;
    using SOSCSRPG.Core;

    namespace Engine.Services
    {
        public static class CombatService
        {
        public enum Combatant
        {
            Player,
            Opponent
        }

        public static Combatant FirstAttacker(Player player, Monster 
        opponent)
        {
            // Formula is: ((Dex(player)^2 - Dex(monster)^2)/10) + 
               Random(-10/10)
            // For dexterity values from 3 to 18, this should produce 
               an offset of +/- 
            41.5
            int playerDexterity = 
            player.GetAttribute("DEX").ModifiedValue * 

            player.GetAttribute("DEX").ModifiedValue;
            int opponentDexterity = 
            opponent.GetAttribute("DEX").ModifiedValue * 

            opponent.GetAttribute("DEX").ModifiedValue;
            decimal dexterityOffset = (playerDexterity - 
            opponentDexterity) / 10m;
            int randomOffset = DiceService.Instance.Roll(20).Value - 
            10;
            decimal totalOffset = dexterityOffset + randomOffset;

            return DiceService.Instance.Roll(100).Value <= 50 + 
            totalOffset 
                       ? Combatant.Player 
                       : Combatant.Opponent;
        }

        public static bool AttackSucceeded(LivingEntity attacker, 
        LivingEntity target)
        {
            // Currently using the same formula as FirstAttacker 
               initiative.
            // This will change as we include attack/defense skills,
            // armor, weapon bonuses, enchantments/curses, etc.
            int playerDexterity = 
            attacker.GetAttribute("DEX").ModifiedValue * 

            attacker.GetAttribute("DEX").ModifiedValue;
            int opponentDexterity = 
            target.GetAttribute("DEX").ModifiedValue * 

            target.GetAttribute("DEX").ModifiedValue;
            decimal dexterityOffset = (playerDexterity - 
            opponentDexterity) / 10m;
            int randomOffset = DiceService.Instance.Roll(20).Value - 
            10;
            decimal totalOffset = dexterityOffset + randomOffset;

            return DiceService.Instance.Roll(100).Value <= 50 + 
           totalOffset;
        }
    }
}


The code for weapon damage

Attackwithweapon.cs

using System;
    using Engine.Models;
    using Engine.Services;
    using SOSCSRPG.Core;

    namespace Engine.Actions
    {
        public class AttackWithWeapon : BaseAction, IAction
        {
            private readonly string _damageDice;

            public AttackWithWeapon(GameItem itemInUse, string 
            damageDice)
            : base(itemInUse)
        {
            if (itemInUse.Category != GameItem.ItemCategory.Weapon)
            {
                throw new ArgumentException($"{itemInUse.Name} is not a 
                weapon");
            }

            if (string.IsNullOrWhiteSpace(damageDice))
            {
                throw new ArgumentException("damageDice must be valid 
                dice notation");
            }

            _damageDice = damageDice;
        }

        public void Execute(LivingEntity actor, LivingEntity target)
        {
            string actorName = (actor is Player) ? "You" : $"The 
           {actor.Name.ToLower()}";
            string targetName = (target is Player) ? "you" : $"the 
           {target.Name.ToLower()}";

            if(CombatService.AttackSucceeded(actor, target))
            {
                int damage = 
                DiceService.Instance.Roll(_damageDice).Value;

                ReportResult($"{actorName} hit {targetName} for 
                {damage} point{(damage > 1 ? "s" : "")}.");

                target.TakeDamage(damage);
            }
            else
            {
                ReportResult($"{actorName} missed {targetName}.");
            }
        }
    }
}


What I have tried:

I tried changing Dexterity to Strength here since that's the only place where Dexterity is used, but it didn't work. I don't touch the formula. I don't add Dexterity to attack with weapons because I'm unsure I should.

CombatService.cs

    using Engine.Models;
    using Engine.Shared;
    using SOSCSRPG.Core;

    namespace Engine.Services
    {
        public static class CombatService
        {
        public enum Combatant
        {
            Player,
            Opponent
        }

        public static Combatant FirstAttacker(Player player, Monster 
        opponent)
        {
            // Formula is: ((STR(player)^2 - STR(monster)^2)/10) + 
               Random(-10/10)
            // For strength values from 3 to 18, this should produce 
               an offset of +/- 
            41.5
            int playerStrength = 
            player.GetAttribute("STR").ModifiedValue * 

            player.GetAttribute("STR").ModifiedValue;
            int opponentStrength = 
            opponent.GetAttribute("STR").ModifiedValue * 

            opponent.GetAttribute("STR").ModifiedValue;
            decimal strengthOffset = (playerStrength - 
            opponentStrength) / 10m;
            int randomOffset = DiceService.Instance.Roll(20).Value - 
            10;
            decimal totalOffset = strengthOffset + randomOffset;

            return DiceService.Instance.Roll(100).Value <= 50 + 
            totalOffset 
                       ? Combatant.Player 
                       : Combatant.Opponent;
        }

        public static bool AttackSucceeded(LivingEntity attacker, 
        LivingEntity target)
        {
            // Currently using the same formula as FirstAttacker 
               initiative.
            // This will change as we include attack/defense skills,
            // armor, weapon bonuses, enchantments/curses, etc.
            int playerStrength = 
            attacker.GetAttribute("STR").ModifiedValue * 

            attacker.GetAttribute("STR").ModifiedValue;
            int opponentStrength = 
            target.GetAttribute("STR").ModifiedValue * 

            target.GetAttribute("STR").ModifiedValue;
            decimal strengthOffset = (playerStrength - 
            opponentStrength) / 10m;
            int randomOffset = DiceService.Instance.Roll(20).Value - 
            10;
            decimal totalOffset = strengthOffset + randomOffset;

            return DiceService.Instance.Roll(100).Value <= 50 + 
           totalOffset;
        }
    }
}
Posted
Updated 21-Dec-21 16:49pm

1 solution

You need a "standard" / baseline for inflicting damage; then you vary the damage as the strength varies.

e.g.

One company (64 men), lying down, open formation, firing, can inflict a loss of 5, in one minute, on the party fired on under similar conditions.

The standard strength is 64. If there were 2 companies firing under similar conditions (128 men; twice the "strength"), the losses to the other party would be 2 x 5 = 10.

Then the factors of lying versus standing, etc. will add "adjustment" factors like .5 or 2 more times, etc. (e.g. casualties are higher standing in line vs lying down).

If it's man vs man, it's a question of how much each varies from the standard (weaker or stronger), simply by some factor; e.g. 0.9; 1.1

A "random" win element may be used to let the underdog win sometimes.
 
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