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Author Topic:  Weight limits for players and monsters  (Read 15057 times)

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smacky

« on: 19, March 2014, 15:48:32 »
Here's a job. 0.10.6-c will sort out picking up and dropping items (yes, it basically works now but it's not very efficient or consistent and is broken for monsters).

One thing: ATM monsters have no weight_limit (carrying capacity). This needs to be set in the arches. For some reason the attribute is called container. This is the number of grams the arch can carry.

Eg, for players:

Code: [Select]
intern/player/elf/elf_male.arc:container 105000
intern/player/elf/elf_female.arc:container 105000
intern/player/human/human_male.arc:container 105000
intern/player/human/human_female.arc:container 105000
intern/player/dwarf/dwarf_female.arc:container 110000
intern/player/dwarf/dwarf_male.arc:container 110000
intern/player/half_elf/half_elf_female.arc:container 100000
intern/player/half_elf/half_elf_male.arc:container 100000

(For players this is modified by the individual's strength.)

So all mobs need equivalent container attributes in their arches (and feel free to change the player ones if you think that's needed -- I'd prefer greater racial difference -- eg, dwarves can lug about 30% more than humans).

Here's a list of all the (basic sf, we'll do the others later) mobs:

Code: [Select]
mobs/demon/bone_devil/bone_devil.arc:Object bone_devil
mobs/demon/lom_lobon/lom_lobon.arc:Object lom_lobon
mobs/demon/raas/raas.arc:Object raas
mobs/demon/demon_armour/demon_armour.arc:Object demon_armour
mobs/demon/demon_goat/demon_goat.arc:Object demon_goat
mobs/demon/abomination/abomination_small.arc:Object abomination_small
mobs/demon/devil_lord/devil_lord.arc:Object devil_lord
mobs/demon/demon_lord/demon_lord.arc:Object demon_lord
mobs/demon/demon_sfire/demon_sfire.arc:Object demon_sfire
mobs/demon/demon_green/demon_green.arc:Object demon_green
mobs/demon/oty/oty.arc:Object oty
mobs/demihumans/hobgoblin/hobgoblin.arc:Object hobgoblin
mobs/demihumans/kobolds/kobold.arc:Object kobold
mobs/demihumans/kobolds/kobold_guard.arc:Object kobold_guard
mobs/demihumans/kobolds/kobold_big.arc:Object kobold_big
mobs/demihumans/kobolds/kobold_fighter.arc:Object kobold_fighter
mobs/demihumans/kobolds/kobold_shaman.arc:Object kobold_shaman
mobs/demihumans/gnoll/gnoll.arc:Object gnoll
mobs/demihumans/knome/knome.arc:Object knome
mobs/demihumans/angel_warrior/angel_warrior.arc:Object angel_warrior
mobs/demihumans/goblin/goblin.arc:Object goblin
mobs/plants/treant/treant_ancient/treant_ancient.arc:Object treant_ancient
mobs/plants/treant/treant_evil/treant_evil.arc:Object treant_evil
mobs/plants/quickwood/quickwood.arc:Object quickwood
mobs/summoned/mage_golem/sparkle_black_mage_golem/sparkle_black_golem_mage.arc:Object sparkle_black_golem_mage
mobs/summoned/mage_golem/black_mage_golem/black_golem_mage.arc:Object black_golem_mage
mobs/summoned/mage_golem/golem_mage.arc:Object golem_mage
mobs/summoned/golem/golem.arc:Object golem
mobs/summoned/golem_ice/golem_ice.arc:Object icegolem
mobs/summoned/golem_lava/golem_lava.arc:Object lavagolem
mobs/misc/fungus/fungus.arc:Object fungus
mobs/misc/worm_purple/worm_purple.arc:Object worm_purple
mobs/misc/slug_giant/slug_giant.arc:Object slug_giant
mobs/misc/salamander/salamand.arc:Object salamand
mobs/beholder/beholder_dread/beholder_dread.arc:Object beholder_dread
mobs/beholder/oclunus/oclunus.arc:Object oclunus
mobs/wyvern/wyvern.arc:Object wyvern
mobs/giants/cyclops/cyclops.arc:Object cyclops
mobs/giants/frost_giant/giant_frost.arc:Object giant_frost
mobs/giants/stone_giant/giant_stone.arc:Object giant_stone
mobs/giants/ettin/ettin.arc:Object ettin
mobs/giants/ogre/ogre.arc:Object ogre
mobs/giants/hill_giant/giant_hill.arc:Object giant_hill
mobs/giants/fire_giant/giant_fire.arc:Object giant_fire
mobs/elves/drows/drow_guard/drow_guard.arc:Object drow_guard
mobs/elves/drows/drow_sorcerer/drow_sorcerer.arc:Object drow_sorcerer
mobs/elves/drows/drow_fighter/drow_fighter.arc:Object drow_fighter
mobs/elves/drows/drow_annihilator/drow_annihilator.arc:Object drow_annihilator
mobs/elves/drows/drow_captain/drow_captain.arc:Object drow_captain
mobs/elves/elf_merchant/elven_merchant.arc:Object elven_merchant
mobs/undead/vampire/vampire/vampire.arc:Object vampire
mobs/undead/vampire/vampire_lord/vampire_lord.arc:Object vampire_lord
mobs/undead/druj/druj_skull.arc:Object druj_skull
mobs/undead/barrow_wight/barrow_wight.arc:Object barrow_wight
mobs/undead/zombie/zombie.arc:Object zombie
mobs/undead/skeleton/skeleton/skeleton.arc:Object skeleton
mobs/undead/skeleton/skel_fighter2/skel_fighter2.arc:Object skel_fighter2
mobs/undead/skeleton/skel_fighter1/skel_fighter1.arc:Object skel_fighter1
mobs/undead/skeleton/skel_mage/skel_mage.arc:Object skel_mage
mobs/undead/skeleton/skel_fighter3/skel_fighter3.arc:Object skel_fighter3
mobs/undead/lich/lich.arc:Object lich
mobs/undead/demilich/demilich.arc:Object demilich
mobs/undead/lost_soul/lost_soul.arc:Object lost_soul
mobs/undead/lich_lord/lich_lord.arc:Object lich_lord
mobs/undead/wraith/wraith.arc:Object wraith
mobs/undead/ghoul/ghoul.arc:Object ghoul
mobs/human/childs/childm2.arc:Object childm2
mobs/human/childs/childm1.arc:Object childm1
mobs/human/childs/childf1.arc:Object childf1
mobs/human/childs/childf2.arc:Object childf2
mobs/human/tavern/barmaid.arc:Object barmaid
mobs/human/tavern/bartender.arc:Object bartender
mobs/human/tavern/chef.arc:Object chef
mobs/human/monk/monk.arc:Object monk
mobs/human/pirates/pirate_3.arc:Object pirate_3
mobs/human/pirates/oarman.arc:Object oarman
mobs/human/pirates/ship_captain.arc:Object ship_captain
mobs/human/pirates/pirate_sorceress.arc:Object pirate_sorceress
mobs/human/pirates/pirate.arc:Object pirate
mobs/human/pirates/pirate_2.arc:Object pirate_2
mobs/human/guards/guard1.arc:Object guard
mobs/human/guards/guard2.arc:Object guard2
mobs/human/guards/guard_pole.arc:Object guard_pole
mobs/human/guards/guard_royal.arc:Object guard_royal
mobs/human/smithy/weapon_smith.arc:Object weapon_smith
mobs/human/smithy/smith.arc:Object smith
mobs/human/thief/patron.arc:Object patron
mobs/human/thief/thief_female.arc:Object thief_female
mobs/human/priests/priest_robed.arc:Object priest_robed
mobs/human/priests/priest_green.arc:Object priest_green
mobs/human/priests/priest_sad.arc:Object sadpriest
mobs/human/priests/priest_church.arc:Object priest_church
mobs/human/nobles/king.arc:Object king
mobs/human/nobles/noble.arc:Object noble
mobs/human/nobles/queen.arc:Object queen
mobs/human/peasant/hobo_old.arc:Object hobo_old
mobs/human/peasant/peasant.arc:Object peasant
mobs/human/peasant/tailor.arc:Object tailor
mobs/human/peasant/traveller_wife.arc:Object traveller_wife
mobs/human/peasant/traveller_parka.arc:Object traveller_parka
mobs/human/archers/archer.arc:Object archer
mobs/human/town/woman_old.arc:Object woman_old
mobs/human/town/female2.arc:Object female2
mobs/human/town/female1.arc:Object female1
mobs/human/mages/wizard_white.arc:Object wizard_white
mobs/human/mages/mage_old.arc:Object mage_old
mobs/human/mages/seether.arc:Object seether
mobs/human/mages/wizard_fm.arc:Object wizard_fm
mobs/human/rangers/ranger.arc:Object ranger
mobs/trolls/troll.arc:Object troll
mobs/dragon/dragon_blk/dragon_black.arc:Object dragon_black
mobs/dragon/dragon_blu/dragon_blu.arc:Object dragon_blu
mobs/dragon/dragon_skeletal/dragon_skeletal.arc:Object dragon_skeletal
mobs/dragon/dragon_water/dragon_water.arc:Object dragon_water_small
mobs/dragon/dragon_green/dragon_green.arc:Object dragon_green
mobs/dragon/dragon_red/dragon_red.arc:Object dragon_red
mobs/elementals/mud_hand/mud_hand.arc:Object mud_hand
mobs/elementals/elemental_ice/elemental_ice.arc:Object elemental_ice
mobs/dwarves/noble/dwarf_noble.arc:Object dwarf_noble
mobs/dwarves/fighter/dwarf_fighter.arc:Object dwarf_fighter
mobs/amoeboid/slime/slime.arc:Object slime
mobs/amoeboid/slime/slime_b.arc:Object slime_b
mobs/amoeboid/ooze/gray_ooze.arc:Object gray_ooze
mobs/amoeboid/jellies/jelly_red.arc:Object jelly_red
mobs/amoeboid/jellies/jelly_spotted.arc:Object jelly_spotted
mobs/amoeboid/jellies/jelly_green.arc:Object jelly_green
mobs/amoeboid/jellies/jelly_ochre.arc:Object jelly_ochre
mobs/amoeboid/jellies/jelly_blue.arc:Object jelly_blue
mobs/amoeboid/blobs/blob_quivering.arc:Object blob_quivering
mobs/amoeboid/blobs/blob_acid.arc:Object blob_acid
mobs/amoeboid/blobs/blob_poison.arc:Object blob_poison
mobs/amoeboid/puddings/pudding_black.arc:Object pudding_black
mobs/amoeboid/puddings/pudding_blue.arc:Object pudding_blue
mobs/amoeboid/puddings/pudding_brown.arc:Object pudding_brown
mobs/amoeboid/puddings/pudding_green.arc:Object pudding_green
mobs/amoeboid/puddings/pudding_red.arc:Object pudding_red
mobs/amoeboid/gelatinous_cube/cube_gel.arc:Object cube_gel
mobs/animals/reptiles/snake_rattle.arc:Object rattle_snake
mobs/animals/reptiles/newt.arc:Object newt
mobs/animals/reptiles/snake.arc:Object snake
mobs/animals/reptiles/crocodile.arc:Object crocodile
mobs/animals/worms/worm.arc:Object worm
mobs/animals/chickens/chicken_large.arc:Object chicken_large
mobs/animals/chickens/rooster.arc:Object rooster
mobs/animals/owl/owl_large.arc:Object owl_snow_large
mobs/animals/owl/owl.arc:Object owl_snow
mobs/animals/mugwump/mugwump.arc:Object mugwump
mobs/animals/cats/cat_black.arc:Object cat_black
mobs/animals/cats/cat_wild.arc:Object cat_wild
mobs/animals/bats/bat_brown.arc:Object brnbat
mobs/animals/dogs/dog_wild/dog_wild.arc:Object dog_wild
mobs/animals/dogs/wolf/wolf.arc:Object wolf
mobs/animals/dogs/dog_brown/dog_brown.arc:Object dog_brown
mobs/animals/horses/horse_white.arc:Object horse_white
mobs/animals/cows/cow_small/cow_small.arc:Object cow_small
mobs/animals/deer/deer.arc:Object deer
mobs/animals/larva/larva.arc:Object larva
mobs/animals/rodents/mouse.arc:Object mouse
mobs/animals/rodents/rat.arc:Object rat_a
mobs/animals/rodents/rat.arc:Object rat_b
mobs/animals/rodents/rat.arc:Object rat_c
mobs/animals/rodents/rat.arc:Object rat_d
mobs/animals/birds/penguin.arc:Object penguin
mobs/animals/birds/parrot.arc:Object parrot
mobs/animals/bears/bear_grey/bear_grey.arc:Object bear_grey
mobs/animals/frogs/frog.arc:Object frog
mobs/insects/spiders/spider.arc:Object spider
mobs/insects/spiders/spider_widow.arc:Object spider_widow
mobs/insects/krillen/krillen.arc:Object krillen
mobs/insects/bees/hornet.arc:Object hornet
mobs/insects/bees/wasp_giant.arc:Object wasp_giant
mobs/insects/bees/bee_killer.arc:Object bee_killer
mobs/insects/ants/ant_queen.arc:Object ant_queen
mobs/insects/ants/ant_soldier.arc:Object ant_soldier
mobs/insects/ants/ant_red.arc:Object ant_red
mobs/insects/skorpion/skorpion.arc:Object skorpion
mobs/minotaur/minotaur.arc:Object minotaur
mobs/orcs/archer/orc_archer.arc:Object orc_archer
mobs/orcs/outlaw/orc_outlaw.arc:Object orc_outlaw
mobs/orcs/captain/orc_captain.arc:Object orc_captain
mobs/orcs/warlord/orc_warlord.arc:Object orc_warlord
mobs/orcs/berserker/orc_berserker.arc:Object orc_berserker
mobs/orcs/fighters/orc_fighter.arc:Object orc_fighter
mobs/orcs/fighters/orc_warrior.arc:Object orc_warrior
mobs/orcs/priest/orc_priest.arc:Object orc_priest
mobs/orcs/sorceror/orc_sorcerer.arc:Object orc_sorcerer

Shroud

« Reply #1 on: 19, March 2014, 18:38:38 »
I've got two questions. Firstly why do monsters even need a carry limit? Unless players can control them or you can get pets to carry your stuff I'm unsure what functionality it would fulfil. I wasn't aware that a monster could pick anything up nor have I seen a scenario where that's intended or possible. Only thing I can guess is that it could be useful for something like a druid that can transform into another creature

Second point I'll just make is that carrying capacity is actually a fairly major stat for players so that for example on my mage char I have a lot of str+ gear as I think players start getting speed penalties when they reach about 2/3 of their max carry limit and that 2/3 also includes all equipment used, keys/one-drop items and any potions/food needed. If dwarves had 30% more carry capacity than humans then no one in their right mind should go as a human. Admittedly I'm assuming by greater racial diversity you probably intended to include other things like maybe spell damage, hp, mana, grace, regens etc but I thought I'd just mention it
Doesn't matter, you'd die anyway. ;D Shroud's a hacker. After many hours of deep thought I have came to that conclusion.

smacky

« Reply #2 on: 19, March 2014, 20:54:17 »
I like questions which are easy to answer. :happy:

I've got two questions. Firstly why do monsters even need a carry limit? Unless players can control them or you can get pets to carry your stuff I'm unsure what functionality it would fulfil. I wasn't aware that a monster could pick anything up nor have I seen a scenario where that's intended or possible. Only thing I can guess is that it could be useful for something like a druid that can transform into another creature

Yes to all of those. One major reason you haven't seen it is ATM it's not possible (except in a limited, overly complex, broken way). For example, the apple pickers in Cider World go around collecting apples from the ground but this is done by a (clever but complicated) script hack.

Another possibility is henchmen NPCs who follow the player around looting his corpses for him and then (hopefully ;)) hand over all the loot on command. Or an NPC who can be sent off to fetch a specific item.

Quote
Second point I'll just make is that carrying capacity is actually a fairly major stat for players so that for example on my mage char I have a lot of str+ gear as I think players start getting speed penalties when they reach about 2/3 of their max carry limit and that 2/3 also includes all equipment used, keys/one-drop items and any potions/food needed. If dwarves had 30% more carry capacity than humans then no one in their right mind should go as a human. Admittedly I'm assuming by greater racial diversity you probably intended to include other things like maybe spell damage, hp, mana, grace, regens etc but I thought I'd just mention it

Exactly. But we need to start somewhere. Dwarves perhaps have an inherently high carry capacity but, say, a racial speed deficit (stubby legs) or make generally crappy spellcasters or something.

Shroud

« Reply #3 on: 19, March 2014, 21:06:20 »
I think I understand and it's broadly what I imagined. First point does give potential for new features and second point could well have quite a bit of overlap with guilds work being done by clobber

One thing I should mention is that when you cast probe on a mob it gives it's weight. For example a ghastly soldier in Mysterious Vault weighs 87kg, while animated priestess weighs 75kg and a zombie weighs a mere 27.5kg. I'm unsure if that's related to what you wanted or not although if my memory serves me correctly I think beholders may well weigh 950kg so it's not perfect but it's something similar somewhere in arch files
Doesn't matter, you'd die anyway. ;D Shroud's a hacker. After many hours of deep thought I have came to that conclusion.

smacky

« Reply #4 on: 19, March 2014, 22:37:41 »
BH's are 1350 kg. That's their weight. I'm unsure ATM if probe takes their loot into consideration (I think it -- and eg, buttons on the floor -- probably do). It's just ATM mobs can't sensibly manage their own invs.

But lets leave weights as they are for now (because at least they have them) and focus on adding carrying capacities.

Shroud

« Reply #5 on: 19, March 2014, 23:33:59 »
I don't think probe takes loot into account.

As far as carrying capacities go I think it's simplest to at least initially break it down into general classes and the adding a modifier for slightly special ones. I would probably split it as something like this:

Undead - low
Human - Average
Giant/Cyclops - High
Golems - High
Animals - low
Elf/Drow - slightly below average
Insects - low to average
demihumans - low to average
Slimes - very low
Demons - average to high

I'd probably add that child versions should probably have carry weight halved while mutiarch mobs should probably carry more

Values are just guesses so can be changed as you see fit. I'm unsure what figures should be numerically speaking as it depends on how they are going to be used as if mobs use equipment like players that could change things. Another thing that could be taken into account is that if idea is that for example a player can use one as a pet then logically you could have a pure support pet who just carries loot or you could have one that is highly combat spe****ed but useless for carrying.

As ball park figures I'd say anything over 200kg is probably too high and anything below 25-30kg is probably on low side. Maybe 140kg for high, 100kg for average, 60kg for low and 45kg for very low could work? However caveat is it depends how they're intended to be used so it's a bit of a blind guess but if you want provisional figures it should work
Doesn't matter, you'd die anyway. ;D Shroud's a hacker. After many hours of deep thought I have came to that conclusion.

B5_Misidian

« Reply #6 on: 20, March 2014, 01:01:17 »
is it as simple as adding a line of code to the .arc file, or does actual coding need to be implemented for carry weights? (if you uderstand what i mean)
"Fear is a natural reaction. Not running away in the face of fear, the sign of a warrior."

"I pay not tribute to the gods in gold or silver, but in cherry arrows."

smacky

« Reply #7 on: 20, March 2014, 12:48:21 »
@Shroud: Yup, I agree with all that.

@Misidian: For me, coding is needed (some fairly broken or inconsistent code exists so at a minimum I'm having to fix it, at a maximum write new) -- should be reasonably done by the weekend and it might even work! (In my head it is flawless.) For everyone else, just add the attributes to the .arcs (or better ATM add to the discussion here so have a precise plan and can then do it all at once).

B5_Misidian

« Reply #8 on: 23, March 2014, 01:27:02 »
i would also say that i agree with shrouds: General Guideline to Weight Limits for Mobs. (GWLM). Demons i think would be rangeable, cause so demons are small and well, beholders are freakin huge. (im assuming they just eat everything they are found to be "holding".
"Fear is a natural reaction. Not running away in the face of fear, the sign of a warrior."

"I pay not tribute to the gods in gold or silver, but in cherry arrows."

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