From The Mana World
(Replaced simple equation with far more complex one.) |
m (comment) |
||
Line 44: | Line 44: | ||
if (m. hp - p. hp) > -49% < 50% m. hp => orange | if (m. hp - p. hp) > -49% < 50% m. hp => orange | ||
if (m. hp - p. hp) < -50% m. hp => green | if (m. hp - p. hp) < -50% m. hp => green | ||
:''What would you say about, defining a meaningfull way to calculate being levels and basing threat level on that? --[[User:Avaniel|Avaniel]] 17:50, 9 March 2007 (CET)'' |
Revision as of 16:50, 9 March 2007
This article is currently only a proposal
The features or design guidelines described in this article are only a proposal made by one or some persons. It has not been evaluated or accepted by the core development team yet. Feel free to add your personal opinion about them or make counter proposals.
The premise of this page is to demonstrate a possible monster-threat system, where the game would warn the player when the monster is too strong for them to defeat. The system proposed here is fairly simple, but should work fine. Of course, this assumes the player isn't using any glitches/cheats. There might be a small bit of error for long-ranged players, due to the distance the monster has to travel to attack.
if m. exp < 0.1% p. lvl exp => gray if (m. spd > player spd) & (m. atk > p. atk) & (m. hp > p. hp) => red if (m. spd - player spd) < -99% m. spd if (m. atk - p. atk) > 49% m. atk if (m. hp - p. hp) > 49% m. hp => red if (m. hp - p. hp) = -50% to 50% m. hp => orange if (m. hp - p. hp) < -50% m hp => green if (m. atk - p. atk) < 50% & > 0% m. atk if (m. hp - p. hp) > 99% m. hp => orange if (m. hp - p. hp) > 149% m. hp => red if (m. hp - p. hp) < 100% m. hp => green if (m. atk - p. atk) < 0% m. atk if (m. hp - p. hp) > 99% m. hp => orange if (m. hp - p. hp) > 149% m. hp => red if (m. hp - p. hp) < 100% m. hp => green if (m. spd - player spd) > -100% < 1% m. spd if (m. atk - p. atk) > 49% m. atk if (m. hp - p. hp) > 49% m. hp => red if (m. hp - p. hp) = -50% to 50% m. hp => orange if (m. hp - p. hp) < -50% m hp => green if (m. atk - p. atk) < 50% & > 0% m. atk if (m. hp - p. hp) > 99% m. hp => orange if (m. hp - p. hp) > 149% m. hp => red if (m. hp - p. hp) < 100% m. hp => green if (m. atk - p. atk) < 0% m. atk if (m. hp - p. hp) > 99% m. hp => orange if (m. hp - p. hp) > 149% m. hp => red if (m. hp - p. hp) < 100% m. hp => green if (m. spd - player spd) > 0% m. spd if (m. atk - p. atk) > 49% m. atk if (m. hp - p. hp) < -199% m. hp => orange if (m. hp - p. hp) < -249% m. hp => green if (m. hp - p. hp) > -200% m. hp => red if (m. atk - p. atk) < 50% & > 0% m. atk if (m. hp - p. hp) > 0% & < 49% m. hp => orange if (m. hp - p. hp) > 50% m. hp => red if (m. hp - p. hp) < 0% m. hp => green if (m. atk - p. atk) < 0% m. atk if (m. hp - p. hp) > 49% m. hp => red if (m. hp - p. hp) > -49% < 50% m. hp => orange if (m. hp - p. hp) < -50% m. hp => green
- What would you say about, defining a meaningfull way to calculate being levels and basing threat level on that? --Avaniel 17:50, 9 March 2007 (CET)