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Author Topic: Wiki: Reactivation  (Read 73464 times)

Aki

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Re: Wiki: Reactivation
« Reply #60 on: September 26, 2009, 04:29 »

I was hoping to add new fields as I needed them.

The most bothersome thing at the moment would be a field about Moddability. Which uniques can be modded, with what mods, mod slots, ect.

I'll do the Melee weapons. Don't worry about them.
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Kornel Kisielewicz

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Re: Wiki: Reactivation
« Reply #61 on: September 26, 2009, 12:55 »

Aki has been promoted to SysOp on the wiki.
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Aki

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Re: Wiki: Reactivation
« Reply #62 on: September 26, 2009, 16:16 »

Thanks, Kornel.

I'll do over some of the 9.8.10 pages, just to familiarize myself with the format. I'll then start on 9.9 pages and save them in txt files.

On that note, do you want to keep the older pages, really? Even for the 9.8.10?
« Last Edit: September 26, 2009, 16:45 by Aki »
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Kornel Kisielewicz

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Re: Wiki: Reactivation
« Reply #63 on: September 26, 2009, 18:39 »

Nah, once 0.9.9 is out they should be reformated into the new ones.
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Aki

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Re: Wiki: Reactivation
« Reply #64 on: September 26, 2009, 18:51 »

Will do.
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Aki

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Re: Wiki: Reactivation
« Reply #65 on: September 26, 2009, 21:52 »

Update: Added Mod slots, Altfire, Damagetype to Weapons. Mod slots, Altfire, Accuracy to MWeapons.

It's a sloooow process, but at least it's getting done...
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Aki

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Re: Wiki: Reactivation
« Reply #66 on: September 27, 2009, 21:23 »

Kornel, a list of what I'll need for the 9.9 release:

That can't be achieved through playtesting easily:
-Minimum level for Random Weapon spawns (Includes BFG and Chainsword for Ao100 and Uniques.)
-Enemy information (Damage Die, ToHit, Melee Die, Melee ToHit, Action Speed, {Health, Inbuilt Armor, Resistances barring HK and Baron ToAcid, Inventory for Cyber and his evil counterpart}, ect)

That would be nice to have, but achievable through Playtesting
-Mod Slots for all Weapons/Armor
-Effect of Berserk/Invunerability on Action Time and Knockback; Effect of Berserk on Armor Decay

Stuff I have no Clue on how easy playtesting would be:
-Special Level Spawn chance and effecting that chance
-Level type Spawn Chance and effecting that chance
-Minimum Enemy DLevel on different difficulties (Excepting Special Levels).


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Kornel Kisielewicz

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Re: Wiki: Reactivation [SPOILERS!]
« Reply #67 on: September 30, 2009, 08:30 »

-Minimum level for Random Weapon spawns (Includes BFG and Chainsword for Ao100 and Uniques.)
This is hard to pinpoint, for the minimum level is a number, but then is modified by many things (Difficulty, vaults, special places, etc...)

-Enemy information (Damage Die, ToHit, Melee Die, Melee ToHit, Action Speed, {Health, Inbuilt Armor, Resistances barring HK and Baron ToAcid, Inventory for Cyber and his evil counterpart}, ect)
Hmm, should I? ;)

-Mod Slots for all Weapons/Armor
Those are widely known?

If is non-modable unique then no mod.
If is modable unique then only a single mod (Minigun is not treated as unique in this regard).

The rest:
Normally one mod is possible. Each level of WhizKid adds +1. Now this amount is multiplied by 4 if weapon is possible. Max level for a single mod is 3 for weapons and 1 for armors.

Single-modable uniques : Blaster, Jackhammer, Assault Shotgun, Plasma Shotgun, Missile Launcher, Nuclear Plasma Rifle, Nuclear BFG 9000, BFG 10K, Railgun.
Multi-modable uniques : Minigun

-Effect of Berserk/Invunerability on Action Time and Knockback; Effect of Berserk on Armor Decay
These I don't know myself :D

-Special Level Spawn chance and effecting that chance
This is handled wierdly. Only Spiders, Skull and Armory have a spawn chance (40%), but additionaly some overwrite other. Each level has an assigned spawn range (or single level), the levels are loaded in the following order:
intro.lua (1)
boss.lua (25 and 26)
arena.lua (2-3)
fortress.lua (16)
lev13.lua // Chained (4-6), Carnage (11-14), Armory (9-10)
lev57.lua // Spiders (18-19), Skull (15), Wall (7-13)
vaults.lua (18-21)
mortuary.lua (22)
lavapits.lua (23)

So, the levels that can NOT appear on a given game are:

Halls of Carnage (if overwritten by Armory or Wall)
Hell's Armory (40%) (additionally can be overwritten by the Wall)
Spider's Lair (40%) (additionally can be overwritten by the Vaults)
City of Skulls (40%)

The rest of the levels are guaranteed.

You can probably calcualte the exact values based on the fact that the distribution is linear.

-Level type Spawn Chance and effecting that chance
O.o -- the formula is very compilated...

-Minimum Enemy DLevel on different difficulties (Excepting Special Levels).
I don't get that one.
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Thomas

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Re: Wiki: Reactivation [SPOILERS!]
« Reply #68 on: September 30, 2009, 08:56 »

So, the levels that can NOT appear on a given game are:

Halls of Carnage (if overwritten by Armory or Wall)
Hell's Armory (40%) (additionally can be overwritten by the Wall)
Spider's Lair (40%) (additionally can be overwritten by the Vaults)
City of Skulls (40%)

The rest of the levels are guaranteed.

You can probably calcualte the exact values based on the fact that the distribution is linear.

Halls of Carnage cannot be overwritten. If The Wall and the Halls of Carnage share a level, the wall will be the one that doesn't appear.

Quote
-Minimum Enemy DLevel on different difficulties (Excepting Special Levels).
I don't get that one.

He means the level range of enemies.
eg. Hell Knights:
ITTYD Level 10-24
H,NTR Level 8-24
HMP About 6-24, I think...
UV Level 3-24
Nightmare Level 3-24 as well, I'm pretty sure.
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Kornel Kisielewicz

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Re: Wiki: Reactivation
« Reply #69 on: September 30, 2009, 13:12 »

He means the level range of enemies.
eg. Hell Knights:
ITTYD Level 10-24
H,NTR Level 8-24
HMP About 6-24, I think...
UV Level 3-24
Nightmare Level 3-24 as well, I'm pretty sure.
min   max   name
0   12   former human
2   15   former sergeant
0   17   imp
4   20   demon
5   15   former captain
6   16   lost soul
9   15   hell knight
10   -   cacodemon
12   17   former commando
12   -   baron of hell
12   20   pain elemental
13   -   arachnotron
13   -   revenant
15   -   mancubus
16   -   arch-vile

These are the nominal values, they are modified by difficulty level, and by special circumstances (e.g. vault, or level type)
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Kornel Kisielewicz

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Re: Wiki: Reactivation
« Reply #70 on: September 30, 2009, 13:14 »

And yes, the reason while monsters appear OOD after their maxlev is reached is monster packs.
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Aki

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Re: Wiki: Reactivation
« Reply #71 on: October 02, 2009, 23:33 »

Kornel, having Monster Information would be *really* nice about now, seeing as that's the next thing on the hitlist ;)

That and some of the unique properties (AFJ does Fire damage when it connects, or just in the blast radius?)
« Last Edit: October 02, 2009, 23:41 by Aki »
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Re: Wiki: Reactivation
« Reply #72 on: October 03, 2009, 00:48 »

Hm, well, me and Thomas got a heap of shit done today.

Go have a look, guys! You'll be surprised what you could find *coughmastertraitscough*
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Journey

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Re: Wiki: Reactivation
« Reply #73 on: October 03, 2009, 04:35 »

I don't think the plasma rifle shoots 40 shots when overcharged - it doesn't even in .9.8.10.
It shoots perhaps 14 shots?

Not really worth overcharging, since you shoot 14 shots in 1 second and need 1 second to equip a new weapon.
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Aki

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Re: Wiki: Reactivation
« Reply #74 on: October 03, 2009, 04:38 »

Check the shot/boom sounds in the log - Press P.
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