Unlike the stock engine of VBGore, we now have a nice palette of skills and stats. The big difference being that in stock vbGore, the player has a stat called 'DMG' and 'DEF' that are basically used to roll two dice and the def. of the 'victim' is subtracted from the 'dmg' result of the attacker. But now, the system has more depth and needs a deeper reaching algorithm.
So instead, each weapon has a stat called minHit and Maxhit and the player has an associated skill (for example in the case of using Short Sword the players associated skill might be called Swordsmenship, etc.)
Subsequently the player / npc being attacked has 2 things going for them; First, they have an associated Defence skill (if being attacked with a sword, this skill might be called Melee Defence, if being attacked by a Mage's spell, this skill might be Magic Defence, etc.). Secondly, the defender might be wearing armor, which will give them an 'Armor' rating. Furthermore, this armor rating may be broken down into 3 categories; Magic Armor Rating / Missle Armor Rating / Melee Armor Rating which would somehow determine what percentage / ratio of damage is actually inflicted onto the wearer and how much is obsorbed/stopped by the armor they wear depending on if the attack is from a melee weapon (sword, axe, etc), missle weapon (bow, crossbow, spear, throwing dagger, etc) or magic weapon (spell, enchanted staff, etc.)
Basically I need an idea of how to plug these variables in, mix with a bit of a random number/ratio/percentage, and come out with a number that is shaped by each of these factors:
- MinHit & MaxHit - Currently equipt weapon's minhit & maxhit ratings
- Skill Rating - Player's skill level of the skill associated with the weapon (eg. if they are using a sword, this will be a skill called 'sword' skill (just an example).
- Def. Skill - Defender's associated defence skill rating (eg. in the case of sword, a skill called 'melee defence'
- Def Armor - Defender's armor's associated rating