Hello, I was going to start planning a MegaMan based map. As MEgaMan is based on very exact values, I would need to know: Which of the three damage lines is the real damage? Say I want it to do 30 damage every single time what would I set the damage lines to?
(I would provide them but I don't have access to them at the moment)
EDIT: For a weapon ODF, lol I just realized I never specified.
Clarification on damage values.
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- Tourny
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MercuryNoodles
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Re: Clarification on damage values.
What ordinance is this for? It might help narrow down the answer, if you want some specific help. This may not be a complete answer, but here's what you should look for:
damage, maxdamage - this is your base damage value
shieldscale, personscale, etc - these are damage multipliers based on the type of object/entity/thing being affected (1.0 is 100% of damage/maxdamage)
damagetransitionperiod, transitiondelay, finaldamage - These lines allow you to make the ord's damage change over a period of time.
BonusAmplification - damage mutiplier (more like a percentage increase, .25 would be 125% damage) used when the damage buffs are active
If it's a bolt, just set the maxdamage to what you want, the scale multipliers to "1.0", and set the finaldamage line to a negative value so it won't do a transition. The bonusamplification you can exclude, I believe, if you don't want damage buffs affecting the damage. I ask about the ord, because for missiles, you can have damage for both the ord and the explosion.
damage, maxdamage - this is your base damage value
shieldscale, personscale, etc - these are damage multipliers based on the type of object/entity/thing being affected (1.0 is 100% of damage/maxdamage)
damagetransitionperiod, transitiondelay, finaldamage - These lines allow you to make the ord's damage change over a period of time.
BonusAmplification - damage mutiplier (more like a percentage increase, .25 would be 125% damage) used when the damage buffs are active
If it's a bolt, just set the maxdamage to what you want, the scale multipliers to "1.0", and set the finaldamage line to a negative value so it won't do a transition. The bonusamplification you can exclude, I believe, if you don't want damage buffs affecting the damage. I ask about the ord, because for missiles, you can have damage for both the ord and the explosion.
- Tourny
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Re: Clarification on damage values.
Understood. The transition stuff will help, but for MinDamage MaxDamage and OptimalDamage, do I just set them all the same?
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MercuryNoodles
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Re: Clarification on damage values.
There's an Optimal parameter? O_o Wow, I didn't even know that existed. I suspected a MinDamage, but..yeah.. Anyway, where did you find those? I did a quick check, and they don't appear in the common odfs I looked over, where I'd expect to find something like that.
I make my custom weapons with just the MaxDamage parameter, and I never notice any variance in the amount of damage dealt beyond my scaling and transition settings. So, you could probably exclude those lines from your ord.
I make my custom weapons with just the MaxDamage parameter, and I never notice any variance in the amount of damage dealt beyond my scaling and transition settings. So, you could probably exclude those lines from your ord.
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Re: Clarification on damage values.
ALrighty, thanks Mercury.
- Frisbeetarian
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Re: Clarification on damage values.
There is no OptimalDamage, only OptimalRange.
- Tourny
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Re: Clarification on damage values.
Oh.
...
I thought there was...
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I thought there was...
