dice_weapon_samples.lua
-- Here is a list of weapons that I have made for some of my games and how they have been -- used with the dice module -- *Note that every weapon that is initalized has a condition variable between: -- weapon.condition = {0=ruined, 1=worn, 2=average, 3=pristine} -- This will effect the dice string or accuracy in a positive or negative way for each weapon group differently weapon = {} -- weapon.dice = Damage upon a successful attack -- weapon.accuracy = To-hit chance -- weapon.durability = Chance for condition to degrade after use (higher number results in longer use) --[[ --- BRUTE --- ----- This weapon group uses large dice face numbers that excel against armored opponets ----- High amount of durability since attacking with dull melee weapons ----- Low accuracy since swinging bulky melee weapons is diffcult ----- Condition Modifiers ----- ----- dice = dice / -4 (ruined) ----- dice = dice / -2 (worn) ----- dice = dice (average) ----- dice = dice / 2 (pristine) --]] weapon.bat = {} weapon.bat.full_name = 'baseball bat' weapon.bat.dice = '1d4' weapon.bat.accuracy = 4 weapon.bat.durability = 12 weapon.crowbar = {} weapon.crowbar.full_name = 'crowbar' weapon.crowbar.dice = '1d5' weapon.crowbar.accuracy = 4 weapon.crowbar.durability = 10 weapon.sledge = {} weapon.sledge.full_name = 'sledgehammer' weapon.sledge.dice = '1d8' weapon.sledge.accuracy = 3 weapon.sledge.durability = 10 --[[ --- BLADE --- ----- This weapon group uses dice bonuses that makes for high average damage output ----- Low durability since bladed weapons dull quickly ----- Medium accuracy since bladed weapons are light ----- Condition Modifiers ----- ----- dice = dice - 2 (ruined) ----- dice = dice - 1 (worn) ----- dice = dice (average) ----- dice = dice + 1 (pristine) --]] weapon.knife = {} weapon.knife.full_name = 'knife' weapon.knife.dice = '1d2+1' weapon.knife.accuracy = 4 weapon.knife.durability = 3 weapon.katanna = {} weapon.katanna.full_name = 'katanna' weapon.katanna.dice = '1d4+2' weapon.katanna.accuracy = 5 weapon.katanna.durability = 4 --[[ --- PROJECTILE --- ----- This weapon group uses high damage, but at the cost of ammo ----- Medium durability ----- High accuracy ----- Condition Modifiers ----- ----- accuracy = accuracy - 2 (ruined) ----- accuracy = accuracy - 1 (worn) ----- accuracy = accuracy (average) ----- accuracy = accuracy + 1 (pristine) ----- Notice this isn't affecting the damage, but merely the accuracy! ----- Also we can conclude that whenever a ranged weapon is fired, it uses ----- up durability regardless of hit or miss, whereas a melee weapon does ----- not use durability on a miss --]] weapon.pistol = {} weapon.pistol.full_name = 'pistol' weapon.pistol.dice = '1d6+2' weapon.pistol.accuracy = 6 weapon.pistol.durability = 7 weapon.magnum = {} weapon.magnum.full_name = 'magnum' weapon.magnum.dice = '1d9+4' weapon.magnum.accuracy = 6 weapon.magnum.durability = 8 weapon.shotgun = {} weapon.shotgun.full_name = 'shotgun' weapon.shotgun.dice = '3d3++1' weapon.shotgun.accuracy = 6 weapon.shotgun.durability = 8 weapon.rifle = {} weapon.rifle.full_name = 'assualt rifle' weapon.rifle.dice = '(3d2)x3' weapon.rifle.accuracy = 7 weapon.rifle.durability = 8 --[[ --- BURN/EXPLOSIVES --- ----- This weapon group uses large number of dice ----- These weapons are single use ----- Low accuracy ----- Unpredictable damage, usually high ----- Condition Modifiers ----- ----- dice = dice * -2 (ruined) ----- dice = dice * -1 (worn) ----- dice = dice (average) ----- dice = dice * 1 (pristine) --]] weapon.molotov = {} weapon.molotov.full_name = 'molotov cocktail' weapon.molotov.dice = '5d2' weapon.molotov.accuracy = 3 weapon.molotov.durability = 'one_use' weapon.flare = {} weapon.flare.full_name = 'flare gun' weapon.flare.dice = '5d3' weapon.flare.accuracy = 3 weapon.flare.durability = 'one_use' weapon.missile = {} weapon.missile.full_name = 'missile launcher' weapon.missile.dice = '5d8' weapon.missile.accuracy = 3 weapon.missile.durability = 'one_use' return weapon