From The Mana World
(Replaced simple equation with far more complex one.)
m (comment)
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             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)