[No] [MAPINFO] Global damage formula

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[MAPINFO] Global damage formula

Postby le_L » Fri Aug 17, 2012 2:11 am

No more than the title suggests. A value by which all damage in the game is calculated instead of the engine's default x*1d8; attacks that do specify a custom formula would override it. So then instead of retyping a custom formula for every actor and/or specify a norandom flag for attack functions, one line of code would suffice.
Last edited by le_L on Fri Aug 17, 2012 5:22 pm, edited 2 times in total.
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Re: [MAPINFO] Global damage algorithm

Postby Project Dark Fox » Fri Aug 17, 2012 12:16 pm

Why? How would you implement that, and what sense would it even make?
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Re: [MAPINFO] Global damage algorithm

Postby NeuralStunner » Fri Aug 17, 2012 12:18 pm

You're going to be modifying damage values anyway, why not live with being specific? Extensibility is why those flags and other features exist.
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Re: [MAPINFO] Global damage algorithm

Postby le_L » Fri Aug 17, 2012 5:19 pm

Convenience and efficiency, no more. That the game has to be explicitly told not to randomize damage is something I actually find pretty backwards.
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Re: [MAPINFO] Global damage formula

Postby Edward-san » Fri Aug 17, 2012 6:15 pm

hmm, I suggest the algorithm should come from an ACS script. Hence, the code to be added to MAPINFO would be:
Code: Select allExpand view
DamageAlgorithm = *insert script name or id here*

obviously this script should have one integer parameter (indicating the specified damage to be modified) and should return an integer (will be the effective damage).
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Re: [MAPINFO] Global damage formula

Postby Ethril » Fri Aug 17, 2012 6:22 pm

So basically replace STRIFEDAMAGE with a property ("MaxDamageMultiplier"?), have Doom actors default to 8 and Strife actors default to 4?
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Re: [MAPINFO] Global damage formula

Postby le_L » Sat Aug 18, 2012 12:05 pm

Not an actor property, a game-wide value to be put under Defaultmap (or Skill) by which all damage in the game is multiplied instead of the engine's pseudorandomization. So Doom would have random(1,8) and Strife would have random(1,4). This would indeed make the STRIFEDAMAGE flag deprecated.

Alternatively, just some sort of "norandomdamage" flag or something.
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Re: [MAPINFO] Global damage formula

Postby XutaWoo » Sat Aug 18, 2012 12:51 pm

You'd still have to define hitscan and melee attacks as norandom anyway using this implentation. While that may suit your purposes, it's specific as hell in a way most mods won't find useful in the slightest.
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Re: [MAPINFO] Global damage formula

Postby NeuralStunner » Sat Aug 18, 2012 1:42 pm

I'm still not sure what this would solve. There are several different "dice" calclutions in use and they're already a pain to sort out. Write your own formulas and you never have to wonder.


It's really not as bad as it sounds.
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Re: [MAPINFO] Global damage formula

Postby Ryan Cordell » Sat Aug 18, 2012 1:48 pm

For one, you have random(1,8) for projectiles, random(1,3) for hitscans, random(1,4) for Strife projectiles, god knows what else.
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Re: [MAPINFO] Global damage formula

Postby NeuralStunner » Sat Aug 18, 2012 1:51 pm

Some hitscans use (1,5). Custom punches use (1,10). Melee attacks and explosions aren't randomized at all. I'm sure there's more.
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