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Disabling Elemental Immunities on Nightmare


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#1
Sylvius the Mad

Sylvius the Mad
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You know how everything on Nightmare is immune to some kind of elemental damage, even random groups of thugs?

Does anyone know where this information is stored?  As far as I can tell it's not in difficulty.gda.  I really want to turn it off.

Thanks for listening.

#2
Peter Thomas

Peter Thomas
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Most immunities (both damage types and effects) are actual abilities on the creature. Those are usually defined in the package or the package group for the creature. (packages_base, package_groups)

Abilities in the 10000 range tend to be effect or rules immunities, and 400200 through 400279 are force/magic/damage resistance modifiers.

Knockback Immunity 10000
Knockdown Immunity 10001
Stagger Immunity 10002
Immobile Immunity 10003
Stun Immunity 10004
Silence Immunity 10005
Movement Speed Immunity 10006
Slow Immunity 10007
Paralyze Immunity 10008
Slip Immunity 10009
Confusion Immunity 10010
Critical Hit Immunity 10011
Dispel Immunity 10012
Vulnerability Hex Immunity 10013
Impotence Hex Immunity 10014
Sleep Immunity 10015
Charm Immunity 10016
Inevitable Death Immunity 10017
Explosive Death Immunity 10018
Critical Hit Immunity 10019
Flanking Immunity 10020

Armor (Physical Damage Resistance) 400200 400201 400202 400203 400204     400205 400206
Force Resistance 400210 400211 400212 400213 400214     400215 400216
Magic Resistance 400220 400221 400222 400223 400224     400225 400226
Fire Resistance 400230 400231 400232 400233 400234     400235 400236
Cold Resistance 400240 400241 400242 400243 400244     400245 400246
Electricity Resistance 400250 400251 400252 400253 400254     400255 400256
Nature Resistance 400260 400261 400262 400263 400264     400265 400266
Spirit Resistance 400270 400271 400272 400273 400274     400275 400276

Edit: Excel formatting doesn't play nicely with the forum... The last 2 numbers for the resistances are vulnerabilities.

Modifié par Peter Thomas, 06 juillet 2011 - 06:22 .


#3
Peter Thomas

Peter Thomas
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The friendly fire check is hardcoded to check for the nightmare difficulty ID, so it can't be changed.

Altering those GDAs will make creatures spawn without the immunities, but other aspects of Nightmare (like bleeding) are hardcoded as well and can't be changed.

In patch 1.03 how FF damage is calculated is slightly different, as well. The friendlyfire column in the difficulty 2da is the maximum % a party member can lose from a FF attack. Not sure if that was included in the patch notes.

#4
Peter Thomas

Peter Thomas
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Sylvius the Mad wrote...

Peter Thomas wrote...

but other aspects of Nightmare (like bleeding) are hardcoded as well and can't be changed.

Do you know off the top of your head whether bleeding affects enemies, or whether it can?

I've just agreed to help with a project to create fair combat rules in DA2, and that requires that all creatures follow the same basic rules.  That means everyone needs friendly fire, but it also means that every needs bleeding (or no one gets bleeding).


Creatures fall through to creature_core. Party members fall through to player_core. Player_core is where the bleeding is applied for party members. Creature_core is where a lot of other on-damage and on-death effects are handled for creatures. Even if you could change which a particular creature pointed to, it wouldn't solve the problem. You'd need to rewrite the scripts for that.