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Units Weapons and Armour EmptySun Jun 20, 2010 7:45 pm by Admin

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» Okay so uni isn’t so demanding as I first thought.
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Units Weapons and Armour EmptyTue Sep 22, 2009 9:46 am by Hairein

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Units Weapons and Armour

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Units Weapons and Armour Empty Units Weapons and Armour

Post by Admin Tue Aug 04, 2009 10:07 pm

Their shall be 4 weapon types only. These are;

Blade,
Pierce,
Impact,
Arrow,

Weapons

There may be an infinte number of weapons that may be created. All weapons shall be created externaly with their data being stored in individual text files.

The properties of a weapon are as follows.

ID,
Name,
WeaponType (i.e. Blade, Pierce, Impact or Arrow)
WeaponPower,

WeaponMinRange,
WeaponMaxRange.


Armour

ID,
Name,
BladeArmour,
PierceArmour,
ImpactArmour,
ArrowArmour,

This is the amount of protection that the armour offers against a particular weaopn type.


To be in the unit files ->

There are to be three armour categories, for;

Head Protection,
Body Protection,
Shield Protection.

There are to be two weapon categories, for;

Melee Weapon,
Ranged Weapon,


UnitFiles

ID,
Name,
Life,

Weapon_Melee, (ref to a weapon)
Weapon_Melee_Damage,

Weapon_Ranged,
Weapon_Ranged_Damage,

Head Protection,
Body Protection,
Shield Protection.

TotalArmour (is a combination of all armour types, this will be worke out automaticaly)

Morale ** to go here

Maximum_Unit_Size
Minimum_Unit_Size
Starting_Unit_Size

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Units Weapons and Armour Empty Re: Units Weapons and Armour

Post by jsmoore82 Fri Aug 07, 2009 2:57 am

Looks well fleshed and easy for class implementation.
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Units Weapons and Armour Empty Re: Units Weapons and Armour

Post by Zeppo Marks Sun Aug 09, 2009 12:37 pm

For the units. Should there be a speed value?

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Units Weapons and Armour Empty Re: Units Weapons and Armour

Post by Admin Sun Aug 16, 2009 1:05 am

yes, thanks for pointing that out

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Units Weapons and Armour Empty Re: Units Weapons and Armour

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