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- // round starts
- // draw field and separate to for example 5 x 10 sectors
- // draw units to their locations
- // make two arrays: engaged units (that are in same sector as any opponent unit)
- // and unengaged units
- // sort arrays in speed order.
- // first unengaged
- // fastest unit first. commander can give order:
- // move, ranged attack or wait.
- // move= moves unit, maybe one sector
- // ranged attack = if (ranged skill + d12 > defence skill of target)
- // {if (strength of hitter + d12 > targets armour) = Kill }
- // wait = no movement or shoot, but +defence skill as preparing to defend/hiding.
- // execute order, then second fastest etc.
- // when all ready, then continue
- // engaged units:
- // fastest hits first enemy unit
- // if (d12+meleeSkill >= targets defence)
- // {if (strength of hitter + d12 > targets armour) = Kill }
- // when all ready, then continue.
- // check victory conditions.
- // declare winner or next round.
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