Re: Yeti changes
Posted: 21 Aug 2011, 17:46
The cindy quest was the very first quest I made and when I started to play around with the Yeti stats to adjust it for the quest, I first tried the stats it already had in the mob_db, which was with that high speed.
I liked that, because it made them challenging and so I never reduced it. But I didn't know anything about Adelay, Amotion and Dmotion (I left them as they were) and what speed has to do with the graphics and the stats were accepted as I set them, so assumed they're ok.
When the speed was changed, this somehow slipped through under my attention. I noticed the change some days ago and was trying to get into how the monster xmls works and how it relates to Adelay, Amotion and Dmotion, since the low speed totally breaks the balancing for the Yeti battle (maybe adding some Ice Elements to it would fix that?). The relation between mob_db values and xml is still a bit confusing for me.
I came to suspecting that the Yeti sprite is just not applicable for such a high speed?
Here what I made out of the informations I found:
The current values are Speed = 380, Adelay = 666, Amotion = 1000, Dmotion = 600.
About Adelay I only found the explanation "Adelay is Attack Delay." which isn't really helpful. What is Attack Delay?
"Amotion is the amount of time a mob does not move after attacking." So I assume Amotion should be the sum of the delay of the frames used for the attack sequence? This contains four frames which each are given a delay of 105. But since 4*105 = 420 is not 1000, either my assumption or the entry in mod_db or the xml is wrong.
"Dmotion is the amount of time a mob does not move after taking damage." Since we don't have a hit animation, I assume this value doesn't matter in regards to graphics?
In which way does speed affect the display of the animations?
It'd be great if someone experienced can bring some clarity in this.
@pateame:
The wolf will probably be used in a quest which is aimed for middle level characters. Also, I have some scripting in mind to have "wolvern ambushs" on a map with quite a lot of trees, so I hope to use the environment as a challenging factor as well.
I liked that, because it made them challenging and so I never reduced it. But I didn't know anything about Adelay, Amotion and Dmotion (I left them as they were) and what speed has to do with the graphics and the stats were accepted as I set them, so assumed they're ok.
When the speed was changed, this somehow slipped through under my attention. I noticed the change some days ago and was trying to get into how the monster xmls works and how it relates to Adelay, Amotion and Dmotion, since the low speed totally breaks the balancing for the Yeti battle (maybe adding some Ice Elements to it would fix that?). The relation between mob_db values and xml is still a bit confusing for me.
I came to suspecting that the Yeti sprite is just not applicable for such a high speed?
Here what I made out of the informations I found:
The current values are Speed = 380, Adelay = 666, Amotion = 1000, Dmotion = 600.
About Adelay I only found the explanation "Adelay is Attack Delay." which isn't really helpful. What is Attack Delay?
"Amotion is the amount of time a mob does not move after attacking." So I assume Amotion should be the sum of the delay of the frames used for the attack sequence? This contains four frames which each are given a delay of 105. But since 4*105 = 420 is not 1000, either my assumption or the entry in mod_db or the xml is wrong.
"Dmotion is the amount of time a mob does not move after taking damage." Since we don't have a hit animation, I assume this value doesn't matter in regards to graphics?
In which way does speed affect the display of the animations?
It'd be great if someone experienced can bring some clarity in this.
@pateame:
The wolf will probably be used in a quest which is aimed for middle level characters. Also, I have some scripting in mind to have "wolvern ambushs" on a map with quite a lot of trees, so I hope to use the environment as a challenging factor as well.