Archive:Threat level: Difference between revisions
From The Mana World
Replaced simple equation with far more complex one. |
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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)