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Author Topic: Sorry, could not resist...  (Read 6278 times)

Kornel Kisielewicz

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Sorry, could not resist...
« on: January 03, 2006, 06:24 »

Looking at the wiki I saw that Turgor, Thomas and others try to find out the stats for the enemies... Well, I could not resist: here's one (don't count on more ;-)) data constructor for a DoomRL monster - the former human:

Races.Add(IDFormer,'former human','former humans', NewPic('h',lightgray),
9, 6,10, 7,   10, 90, 21, 0,12, ID_Pistol,2,0,0,'former');


Yup, the sources are very poorly documented :-(. Now let's see how much of what is what you can figure out of it ^_^.
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jake250

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Sorry, could not resist...
« Reply #1 on: January 03, 2006, 06:35 »

uh... hehe... ^_^

Totaly useless for me, too lazy to figure out everything ;)
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Anticheese

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Sorry, could not resist...
« Reply #2 on: January 03, 2006, 10:44 »

Well I am pretty sure that the Races.Add line defines a new race, The IDFormer line defines the name of it and the plural form and the Newpic line determines what you see.

Then after that I would say that the rest is stats, I am pretty sure the 90 is the accuracy score but the ID_Pistol is obvious..

The 0 perhaps could be the "difficulty rating" (I.E how far into the game does it take to spawn) and I think that either one if the first 3 numbers or the last one is its experience value, The rest are move values, health, reload, etc.

So how far off am I?
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Turgor

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Sorry, could not resist...
« Reply #3 on: January 03, 2006, 14:39 »

21 is the xp value
one of the 10s is the health
the other 10 is the turns it takes for a former human to move maybe?
90 for accuracy is my guess too.
the 0 for difficulty rating sounds likely
12 could indeed be reload time
9 is the sight range
6 is the distance at which a non-agrod former human becomes agro?

7: no idea
the 2,0,0 at the end: no idea

Almafeta

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Sorry, could not resist...
« Reply #4 on: January 03, 2006, 22:42 »

0:  First level encountered.
12:  Last level encountered.
ID_Pistol:  Base weapon.
2: Reloads?
0: Bonus to hit?
0: Bonus to damage?
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Turgor

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Sorry, could not resist...
« Reply #5 on: January 03, 2006, 23:44 »

hmm, i'm pretty sure i encountered former humans beyond level 12... allthough i admit that the further i get the more excited i get and the less attention i pay to such trivial matters as how far i got. (yes, that does look like a contradictio in terminus)

well, that ID_Pistol was it's weapon was kinda obvious, so i left it out in my first post ;) those bonusses to hit and damage might be correct. i have doubts about the reloads though, gonna test it now.

edit: nope, former humans reload their pistol untill they have no more ammo.

and forget that agro at 6.. it's more like 3 paces

more edit: ok, sometimes former humans seem to pick up ammo.. they don't pick it up when they are out of ammo though?? so a former human has 4 reloads, unless it encounters 10mm ammo when it still has ammo. yeah..

Turgor

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Sorry, could not resist...
« Reply #6 on: January 04, 2006, 02:49 »

got another idea for one of the 0's: the armor rating!

Thomas

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Sorry, could not resist...
« Reply #7 on: January 04, 2006, 03:42 »

It would be nice if we had two, after all, most codes can be cracked only when there is two codes.

9, 6,10, 7, 10, 90, 21, 0,12, ID_Pistol,2,0,0,'former');

Sight, Agro sight, Health, usecost, movecost, hit%, XPvalue, First level encountered, weapon, basedamage, extra damage dice, # of sides on extra damage dice, short name would be my guess.

EDIT:
Quoting: Turgor
got another idea for one of the 0's: the armor rating!


Actually, former humans never start with an armour rating, otherwise we'd be able to get green armor on level 1. They pick green armor up, this GIVES them an armor rating.
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Kornel Kisielewicz

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Sorry, could not resist...
« Reply #8 on: January 04, 2006, 04:50 »

Ok, time to reveal the truth. First of all, when it comes to weapons, there are no stats. ID_Pistol sais that a former human has a pistol - and DoomRL takes all damage, reload time, etc stats from the pistol definition. As for the entry -- here's the full resolution:

Races.Add(
IDFormer, -- race identifier
'former human', -- race name
'former humans', -- race name, plural
NewPic('h',lightgray), -- race picture
9, -- Strength (for melee damage)
6, -- Dexterity (for aiming and dodgeing)
10, -- Health (for bleeding rolls)
7, -- Psyche (don't ask -- unused)
10, -- Maximum HP
90, -- Speed
21, -- ExpValue
0, -- Minimum Dungeon Level
12, -- Maximum Dungeon Level
ID_Pistol, -- used weapon
2, -- Monster Group (different groups were battling each-other, but I removed that feature)
0, -- Natural Weapon (0 means none)
0, -- Armor
'former' -- unique string ID (unused)
);

^_^
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Kornel Kisielewicz

Thomas

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Sorry, could not resist...
« Reply #9 on: January 04, 2006, 05:01 »

Nothing specific on damage? (I really didn't excpect stuff like psyche and dex)
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Arch-Vile Chaos Major Thomas
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Anticheese

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Sorry, could not resist...
« Reply #10 on: January 04, 2006, 08:43 »

Well, We were close!

I am thinking that in V1.0 a nifty feature to add would be a "modraces.dat" file where we can add our own races of nasties to the mix..
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Turgor

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Sorry, could not resist...
« Reply #11 on: January 04, 2006, 13:47 »

hmm no sight range in the list.. well i guess all enemies have 9 sight range, except the cyberdemon

Almafeta

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Sorry, could not resist...
« Reply #12 on: January 04, 2006, 18:30 »

Whoa.  I was right on min/max dungeon level.  o_o;
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