Dungeon Master
Posts: 585
Joined: Sunday, 9th June 2013, 17:13
Implementation of a jump attack ability
Jump attack is now in trunk! You can start a game as a felid to get the ability innately at start, and other species can look out for boots of jumping or artefacts with the +Jump property.
Details:
- A new ability where the player can perform a jump attack on a monster for 120% damage, landing on a random, habitable square that's adjacent to the target.
- Boots of jumping grant the evocable ability costing 2mp and hunger.
- The attack range is 3, but the landing site can be at a greater distance, so long as it's in-LOS, adjacent, and habitable.
- Currently, training evocations affects only the fail rate.
- Felids get start with an innate jump 1 mutation, increasing in range at XL6 and XL12, with a failure rate based on experience level.
- Both forms have a hunger cost and set exhaustion after use (like berserk, but without slowness). The costs/durations are the same as draconian breath.
- Jump attack paths are blocked by flying monsters, or giant monsters that aren't submerged in deep water/lava.
- If you jump attack and it turns out that an invisible flying/giant monster blocked your path, or that any invisible monster was on the random landing site chosen, the jump 'rebounds', wasting the turn and any associated MP/hunger costs.
- You can attempt to jump-attack a square with no visible monster. If it turns out there was no monster, the jump fails and you lose the turn.
- You can jump while flying, but you can't jump from water (of any kind), lava, or liquefied ground. You can jump into those surfaces, if they're safe, however.
- If you are already adjacent to your target, you can still jump-attack as long as there's a non-adjacent landing site (on the other side of the monster).
- If any of the possible landing sites have traps, clouds, exclusions, or deep water/lava and you have expiring flight/transformation, you'll be prompted before the jump.
- Currently stasis doesn't block jump, and Chei is, like, totally cool with it, man.
- The attack uses ordinary melee, including any brands, but does not process either reach or cleave.
- It gives a stabbing bonus, but one where the stab bonus class is increased by one point, which reduces damage.
- Makes no noise other than what your melee attack might do.
- You can jump in forms, including bad forms, but not tree or wisp.
- You also can't jump attack while constricted, but I'll be fixing this so that it counts as an escape attempt.
Below is the original post I made on the first version of the patch, which was a very different ability. The dev wiki entry has been removed (most discussion happens on ##crawl-dev and in this post), and my webtiles server is not online, but as mentioned above you can try it out on CSZO
I've written a patch that implements a jump attack ability and a new class (Dragoon) that starts with that ability. The basic idea is combining translocations and multi-hit melee. This will need lots of tweaking for balance, and I'm open to taking the 'translocations attack' idea in other direction(s). Constructive criticism regarding improving the interface, the ability itself, or the code internals are also greatly appreciated.
I've made a dev wiki entry goes into the details:
https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:combat:jump_attack
Here's the mantis report where you can download the patch if you want to make a build.
https://crawl.develz.org/mantis/view.php?id=7188
If you want to test it in webtiles, I have a public webtiles server. Just register and start a game under 'trunk' using the new 'Dragoon' class (or play a Felid of any class).
http://gammafunk.no-ip.org:8080/#lobby
None of these games are tracked on CAO or anything; it's just a test server. No guarantees that it won't slow down under much of a load, either
You can use a fake email address if you're fearful of enduring the onslaught from my massive spam empire.
Short summary (dev wiki goes into greater depth):
- A new ability where the player can jump or perform a jumping attack that can hit one to a few targets.
- The user can target a monster to perform a jump attack dealing additional melee damage and secondary damage to hostiles along the jump path.
- A jump with no primary attack can be performed by targeting an empty square, although hostile monsters along the jump path will be hit by the secondary
attack.- Tested on tiles and ascii builds on OS X and a webtiles server on linux.
- The jump evocation ability comes from an armour ego (either boots or hat).
- There's also a player mutation, which Felids now start with at level one,
increasing to levels 2 and 3 at XL 6 and XL 12.- It costs 2mp to cast, uses hunger similar to a breath attack, and has a 'jump power' mechanic to limit
consecutive jumps.- There's a Dragoon class that starts with boots of jumping or a hat of jumping,appropriate skills in evocations and 2mp.