Monster damage adjustments

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gopostal
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Monster damage adjustments

Post by gopostal » Wed Aug 05, 2009 12:44 am

I've seen this referred to several times and I was chatting with Herm tonight and it came up again. I did a quick check in *standard* monster code (mappers can adjust this themselves too) and here are the monsters that take adjustments to certain types of damage. It will be listed as monster/damage type/percent of damage reduced (100% mean immune to this damage, 50% means it only does half the damage to them):

Ice Skaarj / Frozen / 100%
Queen / Shot / 50%
Titan / Exploded / 30%
Warlord / Exploded / 30%
Biterfish / Exploded / 90%
Slith / Corroded / 100%
Brute / Exploded / 30%
Lesser Brute however takes NO reduction

I'll bet you didn't know all these, did you? I probably need to line out the weapon damage types to further explain this but I'm pretty tired tonight. Real quickly "corroded" is the bio (goop) gun, "shot" is the enforcer, and "exploded" is the alt flak ball and certain rockets (among others). Hope this starts to clear things up for you.

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matrix
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Re: Monster damage adjustments

Post by matrix » Wed Aug 05, 2009 12:52 am

That's very handy and I do somewhat pay attention to monsters and damage types; up until now I just went by no blood, no damage. :lol:

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Iosa Sakera
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Re: Monster damage adjustments

Post by Iosa Sakera » Wed Aug 05, 2009 1:34 am

Same here. I did know that Slith were immune to poison damage, but I had no clue that many monsters were resistant to explosive damage. Perhaps I'll have to keep that in mind.

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BIOMECH
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Re: Monster damage adjustments

Post by BIOMECH » Wed Aug 05, 2009 5:56 am

Behold the legacy of the oldskool player!
I already knew the one for slith, titans, iceskaarj, warlords, and brutes. :mrgreen:

Playing the orignal Unreal game never stops giving perks :)
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gopostal
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Re: Monster damage adjustments

Post by gopostal » Wed Aug 05, 2009 9:41 am

Here's a quick list of weapon damage types I culled from the code:

ChainSaw: DamageType=slashed
ChainSaw: AltDamageType=Decapitated
enforcer: DamageType=shot
ImpactHammer: DamageType=impact
minigun2: DamageType=shot
PBolt: DamageType=zapped
PlasmaSphere: DamageType=Pulsed
PressureZone: DamageType=SpecialDamage
Razor2Alt: DamageType=RipperAltDeath
RocketMk2: DamageType=RocketDeath
ShockProj: DamageType=jolted
ShockRifle: DamageType=jolted
SniperRifle: DamageType=shot
SniperRifle: AltDamageType=Decapitated
UT_BioGel: DamageType=Corroded
UT_Grenade: DamageType=GrenadeDeath
UTChunk: DamageType=shredded (Flak primary)
VacuumZone: DamageType=SpecialDamage
WarShell: DamageType=RedeemerDeath

EDIT: found some others to add:
Bloblet: ReducedDamageType=exploded

More weapons (some player some monster):
CannonBolt:exploded
FlakShell:exploded (alt-flak)
PeaceRocket:exploded
WarlordRocket:exploded
BruteProjectile:exploded
DispersionAmmo:exploded
Flare:exploded
Grenade:exploded
Plasma:exploded
Rocket:exploded
This rocket is the one the warlord shoots, not your 8ball.
Last edited by gopostal on Wed Aug 05, 2009 10:08 am, edited 1 time in total.

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BIOMECH
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Re: Monster damage adjustments

Post by BIOMECH » Wed Aug 05, 2009 10:04 am

There's also a damage type for "Fell" but It doesn't seem to come up.

Imagine a CraterGun lol.
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gopostal
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Re: Monster damage adjustments

Post by gopostal » Wed Aug 05, 2009 10:10 am

There are actually a bunch of damage types in the code, some specific to a particular situation. I wanted to explain this out a bit but I can see now I need to build a chart.

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*POTS*
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Re: Monster damage adjustments

Post by *POTS* » Wed Aug 05, 2009 3:47 pm

AcidZone: DamageType=Corroded
LavaZone: DamageType=Burnt
WaterZone: DamageType=Drowned
ElectricityTrigger: DamageType=Electrocuted
IcesBoots: DamageType=Trampled

or something like that I guess. :?

Interesting thread. :)
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BIOMECH
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Re: Monster damage adjustments

Post by BIOMECH » Wed Aug 05, 2009 3:56 pm

AcidZone: DamageType=Corroded
LavaZone: DamageType=Burnt
WaterZone: DamageType=Drowned
ElectricityTrigger: DamageType=Electrocuted
IcesBoots: DamageType=Trampled
NaliAtomicWarCow: DamageType=Cowified
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*POTS*
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Re: Monster damage adjustments

Post by *POTS* » Wed Aug 05, 2009 4:11 pm

It's not a joke, if a player jumps on the head of another player, the latter gets 1 HP of damage per jump. 8)
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gopostal
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Re: Monster damage adjustments

Post by gopostal » Wed Aug 05, 2009 4:13 pm

Actually they have to have a certain "mass" to get that damage too. I'm not sure but I think its 400, I'll have to look when I get home.

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BIOMECH
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Re: Monster damage adjustments

Post by BIOMECH » Wed Aug 05, 2009 4:19 pm

I'm not sure that works against people on the same team as you.

Of course, Hellfy or Supreme, having been told about this, will try to and make themselves a Cowburger by crushing me into a beefy 2D shape.
I'm sure I'll find out soon.
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