Damage percentage zones

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Dartmerc
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Damage percentage zones

Postby Dartmerc » Tue 21 Aug 2007 3:33 am


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Dartmerc
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Postby Dartmerc » Tue 21 Aug 2007 10:28 am

Hmm.. that'd probably be a good compromise.
Seems like an easier way to implement most of the functionality without the fuss of extra images.

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andrewj
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Postby andrewj » Thu 23 Aug 2007 9:06 am

Ok I'm currently implementing this, more or less how I proposed (the ddf commands are called WEAKNESS.XXX).

Some other commands I have done along the way:

WEAKNESS.PAINCHANCE -- able to use a different (typically higher) pain chance when the target is hit in the weak zone.

RESISTANCE_MULTIPLY -- specify how much to modify damage when the target is resistant to the attack (i.e. when using RESISTANCE_CLASS).

RESISTANCE_PAINCHANCE -- able to use a different (typically lower) pain chance when the target is resistant to the attack (when using RESISTANCE_CLASS).

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Dartmerc
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Postby Dartmerc » Thu 23 Aug 2007 9:14 am

Great! Can't wait to play with this new feature.
Finally my troopers with riot shields will actually work well.

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Dartmerc
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Postby Dartmerc » Tue 28 Aug 2007 11:35 pm

I've had a bit of a think about this this morning, would it be possible at all (and sorry for the incorrect syntax, i'm at work away from EDGE) for the weakness and resistance to somehow be 'triggered' by sprite states?

Like where makesound() or bright, or makedead (again, sorry about the incorrect names there, I dont have these things memorised) are bound to sprites, could resistanceon or resistanceoff be triggered? or even scrap those previous seperate parameters, and add them into arguments somehow behind resistanceon()?

The advantage here is that a boss could be resistant during certain states, or for instance an enemy with a shield can be resistant while hiding, but vunerable while shooting.

Just an idea, I know its a little confusing.

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andrewj
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Postby andrewj » Wed 29 Aug 2007 2:59 am

I know what you mean. Hexen has a centaur monster that puts up a shield (in the pain states I think) and becomes immune for a short time. I'd like to support that kind of thing, but I haven't given it much thought how to actually do it.

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Postby Karnizero » Mon 07 Jun 2010 10:35 am


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Postby Karnizero » Mon 07 Jun 2010 4:34 pm


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Postby pilottobombadier » Tue 21 Dec 2010 11:26 am

?lleps cigam a, 4f tla hsup

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andrewj
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Postby andrewj » Tue 21 Dec 2010 12:51 pm

That value is not supposed to be a percentage, so EDGE ignores the "%" sign and just sees "100" (or "50" or whatever).

Hmmm........ fixing this could potentially break somebody's mod out there, although the risk is probably small......... OK I will fix it.

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Postby pilottobombadier » Tue 21 Dec 2010 4:07 pm

Oh fuck. Sorry Andrew, I didn't know that it was a bug, and I really should have asked how it was to be used, I just assumed. So...how is Resistance_multiply, etc. itself actually supposed to work?
?lleps cigam a, 4f tla hsup

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Postby Karnizero » Wed 22 Dec 2010 10:13 am



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